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ELEMENTAL MYRMIDONS
Elemental myrmidons are elementals conju red andbound by magic into ritually c re ated suits of plate
a r-mor. In this form, they
possess no recollection of theirformer existence
as free e lementals. They exist only tofollow the commands
of their creators.AIR ELEMENTA L MYRMIDON
Medium elemental, neutralArmor Class 18 (plate)Hit Points 117
(18d8 + 36)Speed 30 ft., fly 30 ft. (hover)STR18 (+4)DEX14 (+2)CON14 (+2)INT9 (-1 )WIS10 (+O)CHA10 (+O)Damage Resistances lightning, t hunder; bludgeoning, pierci n
g,and slashing fro m nonmagical attacksDamage Imm unities
poisonCondition
Immunities paralyzed, petrified, poisoned, proneSe
nses darkvision 60 ft., passive Perception 10Language s Auran, one language of its creator's choiceChalle nge 7 (2,900 XP)Magic Weapons. The myrmidon's weapon attacks a re magical.ACTIONSMultiattack. The
myrmido n makes th re e flail attacks.Flail. Me/ee Weapon Attack: +7
to hit, reach 5 ft., one target.Hit: 8 (ld8 + 4) bludgeoning damage.Lightning
Strike (Recharge 6). The myrmidon makes one flailattack. On a hit, the target takes an
extra 18 (4d8) lightningdamage, and the target must succeed on a DC 13 Constitutionsaving throw or be stunned until the end of the myrmidon'snext turn.CHAPTER 6 I BESTIARYEARTH ELEMENTAL MYRMIDON
Medium elemental, neutralArmor Class 18
(plate)Hit Point s 127
(17d8 + 51)Speed 30 ft.STR18 (+4)DEX10 (+O)CON17
(+3)INT8 (-1)WIS10 (+O)CHA10 (+O)Damage Resistances bludgeoning, piercing, a nd sl ashing
fromnonmagica l attacksDamage Immunities poisonCondition Immunities paralyzed, petrified,
poisoned, proneSenses darkvision 60 ft., passive
Perception 10La nguages Terran, one language of its creator's choiceChallenge 7 (2, 900 XP)Magic Weapons. The myrm idon's weapon attacks are
magical.A CT I
ONSMultiattack. The myrmidon makes two maul att
acks.Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.Hit: 11 (2d6 + 4) bludgeoning
damage.Thunderous St rike (Recharge 6). The
myrmidon makes onemaul attack. O n a hit, the target
takes an extra 16 (3dl0) thun·der damage, and the target must succeed on a DC 14 Strengthsaving throw or be knocked
prone.,