Armor of Mercy

Large elemental, true neutral

Armor Class 20 (natural armor)
Hit Points 250 (20d10 + 140)
Speed 30 ft., burrow 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 24 (+7) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Intelligence +6, Wisdom +7, Charisma +6
Damage Resistances poison
Condition Immunities petrify, poisoned
Senses darkvision 120 ft., passive Perception 12
Languages Common, Terran
Challenge 16 (15,000 XP)

Special Traits

  • Legendary Resistance (3/day). If the Armor of Mercy fails a saving throw, he can choose to succeed instead.
  • Drifting Sand. When moving, The Armor of Mercy may turn some or all of his body into sand. While sand, he can fly and burrow through nonmagical, unworked earth and stone without disturbing it. Movement made while he is sand does not provoke attacks of opportunity. Upon completing his movement, The Armor of Mercy returns to his normal form. If he is in the air when this occurs, he is able to hover without falling.
  • Elemental Demise. If The Armor of Mercy dies, his body disintegrates into crystalline powder, leaving behind only equipment he was wearing or carrying.
  • Immovable. The Armor of Mercy has advantage on Strength and Dexterity saving throws made against effects that would force him to move or force him prone.
  • Measured. If The Armor of Mercy has any Legendary Actions remaining at the start of his turn, he heals 50 hit points and gains resistance to one of the following: bludgeoning, piercing, or slashing damage. This resistance ends at the beginning of his next turn.
  • Innate Spellcasting. The Armor of Mercy’s spellcasting ability is Charisma (spell save DC 14). The Armor of Mercy can innately cast the following spells, requiring no material components:

Actions

  • Multiattack. The Armor of Mercy makes two spear attacks or two slam attacks.
  • Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 20 Strength check or be knocked prone.
  • Spear. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 20 Constitution saving throw or be poisoned.
  • Clinging Sands. The Armor of Mercy targets two creatures within 60 ft. that are no more than 10 ft. apart. These creatures must make a DC 20 Strength saving throw, becoming inundated with clinging sand on a failed saving throw. A creature affected by clinging sands, and within 10 feet of another creature that is not, may spend a bonus action and end its turn to pass the clinging sands to the second creature. Clinging sands may not be passed to The Armor of Mercy. Passing the clinging sands in this manner allows the creature to make a saving throw as if they had been targeted with this action. If an affected creature ends their turn without any other creature within 30 feet of them, this condition immediately ends. Affected creatures may make a new saving throw at the end of each turn after the first to end the effect.

Legendary Actions

The Armor of Mercy 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 Armor of Mercy regains spent legendary actions at the start of his turn.

  • Attack. The Armor of Mercy makes one slam attack or one spear attack.
  • Whirling Sand. The Armor of Mercy moves up to his speed.
  • Petrify (Costs 2 Actions). A creature suffering from Clinging Sands is petrified.

Lair Actions

When fighting inside his lair, The Armor of Mercy can invoke the magic of his home to take lair actions. On initiative count 20 (losing initiative ties), The Armor of Mercy takes a lair action to cause one of the following effects:.

  • The Armor of Mercy may call upon his established earthen works to cast earthquake. While maintaining concentration on this effect, the Armor of Mercy may not take other lair actions. The Armor of Mercy cannot use this lair action again until he has used a different one.
  • The Armor of Mercy may bring to life one of the many stone statues dotting his lair. Roll a 1d6. On a 6, the creature shares statistics with a clay golem. On any other result, it shares statistics with an earth elemental. No more than five statues may be active at one time.
  • The Armor of Mercy may call a sandstorm into being within his lair. All creatures within 60 ft. of the Armor of Mercy must succeed on a DC 20 Constitution saving throw, suffering 4d4 piercing damage and becoming blinded until the end of their next turn on a failed saving throw, or suffering half as much damage and not becoming blinded on a successful one. The Armor of Mercy cannot use this lair action again until he has used a different one.

The Armor of Mercy’s Earthen Keep

The Armor of Mercy dwells within an Earthen Keep in the roots of a great mountain. The halls of his keep are covered in precious metals, with magical, immovable gemstone clusters serving as ambient light sources. The Armor of Mercy’s Earthen Keep is a maze of tunnels, secret passageways, simple mechanical devices, and occasional natural sections laden with dangerous rock formations. Those who seek to do The Armor of Mercy harm find themselves contending not only with the member of the Earthen Court, but his dangerous lair as well.

The Armor of Mercy is the name given to one of the powerful Sultans serving the Pasha of the Earthen Court who resides on the material plane. The Armor of Mercy is considered a magnanimous benefactor and horrific tyrant in equal measure, depending on the source of the tale. Many merchant and noble families give offerings to the Armor of Mercy, hoping he will shield them from misfortune and help them to amass even greater riches.

Section 15: Copyright Notice

Genies for Fifth Edition 1.0 published by Tribality.com (Innovaworks Inc.); Copyright 2016 Colin McLaughlin.

This is not the complete license attribution - see the full license for this page