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Divine Mercury Elemental

Divine Mercury Elementals are bulkier versions of Divine Mercury Sprites. They are more aggressive and territorial, although they would not attack another creature without provocation or divine orders.  

Traits

  • Amorphous: The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
  • Seeping: The elemental can burrow through nonmagical unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
  • Cold Resistance: The elemental cannot be frozen by any spell below 4th level. When frozen, the elemental's speed and dexterity score are halved.
 

Actions

  • Multiattack: The elemental makes two Whip or Slam attacks. 
  • Whip: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 10 (3d6) radiant damage.
  • Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:  10 (1d10 + 5) bludgeoning damage plus 10 (3d6) radiant damage.
  • Engulf: The elemental spreads itself to cover all space within a 5 ft. area around itself. Any creatures within the area must succeed on a DC 15 Dexterity saving throw or become stuck in the elemental. On a successful save, a creature moves one space away from the elemental and is not stuck. Creatures stuck in the elemental are restrained and take 2d6 bludgeoning plus 1d6 radiant damage at the start of their turn. A creature may spend an action to get out of the elemental or pull out another creature unless stuck themselves. To succeed on this, the creature must pass a DC 15 Strength check. The elemental remains spread as long as there is a creature engulfed or until it spends an action to return to its original shape. While the elemental is spread, it is prone and cannot move. Any attacks made by the elemental are made from its original space regardless of its spread.
STRDEXCONINTWISCHA
16 (+3) 8 (-1) 18 (+4) 6 (-2) 10 8 (-1)
Type: Huge Elemental
Armor Class: 15
Hit Points: 132
Speed: 20 ft.
Proficiency: +3   Saving Throws: CON +7
Damage Resistance: Fire, Cold, Radiant, Piercing from non-magical attacks
Damage Immunities: Acid, Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Blindsight 120 ft.
Languages: Primordial
Challenge: 5 (1,800 XP)

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