Armor Class
17
Draconic Shard
Huge Undead · Neutral
Hit Points
168 (16d12 + 64)
Speed
Walk, Fly 80 ft. ((hover))
CR
17
Traits
Deflection
The shard's AC includes its Intelligence modifier.
Incorporeal Movement
The shard can move through creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it takes 5 () Force damage.
Legendary Resistance (3/Day)
If the shard fails a saving throw, it can choose to succeed instead.
Rejuvenation
When it drops to 0 hit points, the shard disappears and leaves a Tiny cracked gemstone in its space. The gemstone matches the kind of gem dragon it was in life and has AC 20, 15 hit points, and immunity to all damage except force. Unless the gemstone is destroyed, after days, the gemstone dissipates and the shard re-forms, regaining all its hit points and appearing in the place the gemstone once occupied or in the nearest unoccupied space.
Unusual Nature
The shard doesn't require air, food, drink, or sleep.
Actions
Multiattack
The shard makes two Telekinetic Rend attacks.
Telekinetic Rend
Melee or Ranged Spell Attack +12 to hit, reach 10 ft. or range 120 ft., one target. 15 () Force damage.
Inhabit Object
The shard disappears as it pours its psychic essence into a Medium or smaller nonsentient object it can see within 30 feet of it, magically possessing it. The object uses the shard's AC, and any damage dealt to the object applies to the shard's hit points. The shard inhabits the object until it uses an action to leave; until it is turned; until it is reduced to 0 hit points; or until an effect that ends possession, such as a spell, is used on it. When it leaves the object, it reappears in the nearest unoccupied space.
While inhabited, the object becomes a magic item if it wasn't already, and a Tiny cracked gemstone matching the kind of gem dragon the shard was in life appears somewhere on the object. The shard can cause the object to fly using the shard's own flying speed, use its senses, speak verbally or telepathically, cast spells, and use its legendary actions.
If a creature wears or carries the inhabited object, the shard can grant the creature the following benefits:
Each of the creature's attacks deals an extra Force damage on a hit.
The creature gains resistance to Psychic damage.
While inhabited, the object becomes a magic item if it wasn't already, and a Tiny cracked gemstone matching the kind of gem dragon the shard was in life appears somewhere on the object. The shard can cause the object to fly using the shard's own flying speed, use its senses, speak verbally or telepathically, cast spells, and use its legendary actions.
If a creature wears or carries the inhabited object, the shard can grant the creature the following benefits:
Each of the creature's attacks deals an extra Force damage on a hit.
The creature gains resistance to Psychic damage.
Psychic Crush Recharge 5
The shard unleashes a pulse of psychic power. Each creature of the shard's choice in a 60-foot-radius sphere centered on it must make a DC 20 Intelligence saving throw. On a failed save, the creature takes 55 () Psychic damage and is until the end of its next turn. On a successful save, the creature takes half as much damage and isn't .
Legendary Actions
Rend
The shard makes one Telekinetic Rend attack.
Cast a Spell (Costs 2 Actions)
The shard uses Spellcasting.
Commanding Thought (Costs 2 Actions)
The shard targets a creature it can see within 30 feet of it. The target must succeed on a DC 20 Wisdom saving throw or be until the end of its next turn. While in this way, the target becomes the shard's puppet, acting and moving in accordance with its telepathic commands. While under the shard's control, the target can take only the Attack (shard chooses the target) or action on its turn.