Sultan of Sun and Sand

Legends tell of a sovereign mage who refused death and fused himself to the bones of his city. He bargained with elemental horrors and stitched his people's souls into armor. Temples once sang his name; travelers now avoid the glassed sands around his seat of power unless driven by coin or desperation.

LargeMonstrosity(None)CR DeadlyLawful Evil

Sultan of Sun and Sand

metalsandfirefleshbound-soul
HP136AC+7SPD40 ft.CR7 (2,900 XP)ArcanaHistoryPerceptionIntimidation
STR
18
save
DEX
14
CON
16
save
INT
20
save
WIS
12
CHA
16
Binding Ward (Recharge Special). The suit is kept animate by the Binding Ward, a supernatural, ongoing effect. The suit does not need to breathe, eat, or sleep. If the suit would be forced to make a concentration check to maintain a spell, treat that as a roll to maintain the Binding Ward instead if applicable.
Vulnerable Ice. Cold Vulnerability. The suit takes double damage from cold. This reflects the original ice crystal that threatened the kingdom and the incompatibility of ice with the ward that binds metal, sand, and burning flesh.
Siege Engine. Siege Engine. The suit deals double damage to objects and structures.
Magic Resistance. Magic Resistance. The suit has advantage on saving throws against spells and other magical effects while the Binding Ward is intact.
Multiattack. The suit makes two slam attacks. If both attacks hit the same target, the target must succeed on a Strength saving throw or be knocked prone.
Molten Slam. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 18 () bludgeoning damage plus 7 () fire damage. On a hit the metal flesh sears armor and skin, dealing ongoing heat. The target takes an additional 5 () fire damage at the start of its next turn.
Flame Lash. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 14 () fire damage. If the target is adjacent to sand, rock, or ruins, the flame ignites loose debris, creating a 5-foot-square patch of burning sand that lasts until extinguished (Dexterity to avoid catching fire on entering the square; fire damage on a failed save and half on success).
Rending Eruption. The suit causes sharp sand and jagged metal to suddenly erupt in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 21 () slashing damage and 7 () fire damage on a failed save, or half as much on a successful one.
Sandbind Gaze. The suit lashes out with a burst of magical sand at a creature the wielder can see within 120 feet. The target must make a Constitution saving throw. On a failed save the target is stunned until the end of its next turn as the sand clogs eyes and lungs. On a successful save the target is blinded until the end of its next turn instead.
Reactive Ward. When the suit is targeted by an attack, the internal wizard can expend arcane focus to grant the suit +2 AC against that attack, potentially causing it to miss. Usable three times, regaining all uses at dawn.
Final Transference. When the suit would be reduced to 0 hit points, it can force any three creatures within 30 feet to make a Constitution save or have their hit points reduced by half as the suit transfers its final pulse into them. The suit then collapses. This can be used once.
Scorching Outburst (Costs 2 Actions). The suit unleashes a burst of scalding sand in a 20-foot radius centered on itself. Each creature must make a Dexterity save, taking 14 () fire damage and 9 () slashing damage on a failed save, or half as much on success.
Reactive Strike. The suit makes one Molten Slam attack or moves up to half its speed without provoking opportunity attacks.
Cantrips
Fire BoltEvocation A jet of searing energy. Ranged spell attack.
Prestidigitation (flavored as dust-and-fire effects)Transmutation Minor flickers of arcane flame used for precision or distraction.
Binding Ward (special)Necromancy The arcane tether that keeps his suit together. This is a special ritual-like effect that the summoned wizard sustains; if dispelled the suit begins to unravel. The effect is not a standard spell but functions as a continuous Concentration effect with its own DCs.
1st level
Magic MissileEvocation A missile of magical force that never misses, used as a reliable opener or finish.
ShieldAbjuration A shield of force that grants +5 AC for one attack when used as a reaction.
2nd level
Scorching RayEvocation A blasting cone of flame; the wizard uses it to control space and force movement into hazards.
3rd level
FireballEvocation A classic evocation that the wizard uses when conserving power is not a concern. He casts this with careful placement to try to damage several foes at once.
4th level
Wall of FireEvocation Creates a wall of fire to cut off retreat or split the party; the wall's damage and placement are used to shepherd enemies into burning sand.
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