Sardior | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Excal-heim

Sardior

Gargantuan Ruby Dragon(Archon, Neutral

Armor Class 23
Hit Points 697 34d20+340
Speed: 60 ft Fly: 120 ft Burrow: 60 ft Swim: 60 ft

STR

30
( +10 )

DEX

14
( +2 )

CON

30
( +10 )

INT

30
( +10 )

WIS

24
( +7 )

CHA

28
( +9 )

Saving Throws Con +19, Int +19, Wis +16, Cha +18
Skills Arcana +27, History +19, Perception +16
Damage Immunities acid, cold, fire, force, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, deafened, frightened, stunned, paralyzed, prone
Senses truesight 120 ft, passive Perception 26
Languages Common, Draconic, Telepathy 120ft
Challenge Rating 31 (175,000 xp)
Proficiency Bonus +9

Description

Sardior is the archon of psionics, night, and secrets, champion of the arcane stream, and the Master of gem dragons.  

If Sardior is the final boss: "Argogant fools... I will cut you down; Break you apart; Splay the gore of your profane form across the STARS! I will grind you down until the very SPARKS CRY FOR MERCY! My claws shall RELISH ENDING YOU HERE! AND! NOW!"(paraphrasing Gabriel of ultrakill)


Legendary Resistance (5/Day). If the aspect fails a saving throw, they can choose to succeed instead.   Force of Will (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, their current hit point total instead resets to 500 hit points, they recharge their Breath Weapon, and they regain any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of sardior after their Gem Awakening activates.

Actions

Multiattack. The aspect makes one Bite attack, two Claw attacks, and one Tail attack.   Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 2d12+10 piercing + 19 3d12 force damage.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 2d10+10 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.
Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 2d12+10 bludgeoning damage.
If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.

Breath Weapon (Recharge 4–6). The aspect exhales burning psychic force in a 300-foot cone.
The breath ignites all objects in the area.
Each creature in that area must make a DC 27 Dexterity saving throw.
On a failed save, they take 52 8d12 fire + 52 8d12 psychic damage.
On a successful save, they take half as much damage, and their equipment remains unlit.
Burn Time
  • 1 round
  • 2 rounds
  • 3 rounds
  • 4 rounds
  • Material
  • non-magic items
  • non-magic metals
  • Magic items
  • fire resist items
  • Spellcasting (Psionics). The aspect casts one of the following spells, without components, using Intelligence (Save DC 27, Attack 19):
    1/day each: dispel magic, forcecage, plane shift, reverse gravity, time stop

    Bonus Actions

    Change Shape. The aspect magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the aspect is reduced to 0 hit points or uses a bonus action to end it.
    Psychic Step. The aspect magically teleports to an unoccupied space it can see within 60 feet of it.

    Legendary Actions

    The aspect of sardior can take 5 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.   Attack. The aspect makes one Claw or Tail attack.   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.   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 90-foot line that is 10 feet wide. Each creature in that area must make a DC 27 Intelligence saving throw, taking 55 10d10 psychic damage on a failed save, or half as much damage on a successful one.  

    Mythic Actions

    If the aspect's gem awakening trait has activated in the last hour, they can use the options below as legendary actions.   Draco meteor (Costs 3 Actions). The aspect conjures four blazing meteors of astral force that plummet to the ground at four different points they can see within 150 feet of them. Each creature in a 40-foot-radius sphere centered on each point must succeed on a DC 27 Dexterity saving throw or take 42 12d6 fire + 42 12d6 force damage. A creature in the area of more than one burst is affected only once.   Mass Telekinesis (Costs 3 Actions). The aspect targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 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, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 7d12 force damage to each of them.


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    stormgate_dnd.

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