Sardior - Official

by EinarTheRed

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Aspect of Sardior

The lost Sovereign of the gem dragons, Sardior is the progenitor of gem dragons. It was speculated that with the destruction of the First World Sardior was shattered and his fragments scattered through the Material Plane, giving rise to his draconic brood. Yet others have claimed to see a Ruby Palace floating in through the sky and a mighty ruby dragon flying about it. Whether this is the the mighty god himself, an aspect of Sardior sent to do his bidding, or the raving of the mad few can say.

If the rumors of the Ruby Palace and the Ruby Sovereign are true, one can only image the might and majesty of a gem dragon that embodies all other gem dragons and their psionic potential.



Aspect of Sardior

Gargantuan Dragon (Gem), Neutral


  • Armor Class 23 (natural armor)
  • Hit Points 565 (29d20 + 261)
  • Speed 60 ft., burrow 60 ft., fly 120 ft. (hover), swim 60 ft.

STR DEX CON INT WIS CHA
28 (+9) 20 (+5) 29 (+9) 30 (+10) 24 (+7) 26 (+8)

  • Saving Throws Dex +14, Con +17, Int + 19, Cha +17
  • Skills Arcana +19, Perception +16, Persuasion +17
  • Damage Immunities fire, force, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, deafened, frightened, paralyzed, stunned
  • Senses truesight 120 ft., passive Perception 28
  • Languages Common, Draconic, telepathy 300 ft.
  • Challenge 30 (155,000 XP, or 310,000 XP as a mythic encounter)
  • Proficiency Bonus +9

Legendary Resistance (5/Day). If the aspect fails a saving throw, he can choose to succeed instead.

Ruby Majesty (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he recharges his Breath Weapon, and he regains any expended uses of Legendary Resistance. Additionally, the aspect can now use his Mass Telekinesis action during the next hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Sardior after his Ruby Majesty activates.

Actions

Multiattack. The aspect makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (2d12 + 9) piercing damage plus 19 (3d12) force damage.

Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The aspect can have only one creature grappled this way at a time.

Spellfire Breath (Recharge 5–6). The aspect psionically infused flames in a 300-foot cone and the aspect may choose any spell of 5th level or lower that forces a creature to make a saving throw. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 66 (12d10) fire damage and automatically fails the saving throw against the spell. On a successful save, the creature takes half as much damage and automatically success the saving throw against the spell.

Mass Telekinesis (Ruby Majesty Only; Recharges after a Short or Long Rest). The aspect targets any number of creatures and objects he can see within 120 feet of himself. No one target can weigh more than 8,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a DC 27 Strength saving throw or be restrained in the aspect's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.

At the end of the aspect's turn, he can move each creature or object he has in its telekinetic grip up to 60 feet in any direction, but not beyond 300 feet of himself. In addition, he can choose any number of creatures restrained in this way and deal 45 (7d12) force damage to each of them.

Spellcasting (Psionics). The aspect casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 27, +19 to hit with spell attack):

1/day each: dispel magic, forcecage, plane shift, reverse gravity, time stop

Bonus Actions

Change Shape. The aspect magically transforms into any Humanoid or Beast, while retaining his game statistics (other than his size). This transformation ends if the aspect is reduced to 0 hit points or if he uses a bonus action to end it.

Psychic Step. The aspect magically teleports to an unoccupied space it can see within 120 feet of it.

Legendary Actions

The aspect of sardior can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aspect of sardior regains spent legendary actions at the start of its turn.

Claw. The aspect makes one Claw attack.

Psionics (Costs 2 Actions). The aspect uses Psychic Step or Spellcasting.

Psychic Beam (Costs 3 Actions). The aspect emits a beam of psychic energy in a 120-foot line that is 15 feet wide. Each creature in that area must make a DC 27 Intelligence saving throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage on a successful one.

Furious Bite (Costs 2 Actions). The aspect makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become frightened of the aspect until the end of the target's next turn.

Variant Breath Weapon

Breath Weapon (Recharge 5–6). The aspect uses one of the following breath weapons:

Heat Breath. The aspect exhales a wave of intense heat in a 300-foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 63 (14d8) fire damage on a failed save, or half as much damage on a successful one. Metal objects in that area glow red-hot until the end of the aspect's next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 26 Constitution saving throw. On a failed save, the creature takes 18 (4d8) fire damage and has disadvantage on attack rolls until the start of its next turn.

Muting Breath. The aspect exhales a warping energy in a 300-foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 63 (14d8) fire damage on a failed save, or half as much damage on a successful one. No sound can be created within or pass through the warped area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

 

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