202
ELEMENTAL MYRMIDONS
Elemental myrmidons are elementals conju red and
bound by magic into ritually c re ated suits of plate
a r-
mor. In this form, they
possess no recollection of their
former existence
as free e lementals. They exist only to
follow the commands
of their creators.
AIR ELEMENTA L MYRMIDON
Medium elemental, neutral
Armor Class 18 (plate)
Hit Points 117
(18d8 + 36)
Speed 30 ft., fly 30 ft. (hover)
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (-1 )
WIS
10 (+O)
CHA
10 (+O)
Damage Resistances lightning, t hunder; bludgeoning, pierci n
g,
and slashing fro m nonmagical attacks
Damage Imm unities
poison
Condition
Immunities paralyzed, petrified, poisoned, prone
Se
nses darkvision 60 ft., passive Perception 10
Language s Auran, one language of its creator's choice
Challe nge 7 (2,900 XP)
Magic Weapons. The myrmidon's weapon attacks a re magical.
ACTIONS
Multiattack. 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 flail
attack. On a hit, the target takes an
extra 18 (4d8) lightning
damage, and the target must succeed on a DC 13 Constitution
saving throw or be stunned until the end of the myrmidon's
next turn.
CHAPTER 6 I BESTIARY
EARTH ELEMENTAL MYRMIDON
Medium elemental, neutral
Armor Class 18
(plate)
Hit Point s 127
(17d8 + 51)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+O)
CON
17
(+3)
INT
8 (-1)
WIS
10 (+O)
CHA
10 (+O)
Damage Resistances bludgeoning, piercing, a nd sl ashing
from
nonmagica l attacks
Damage Immunities poison
Condition Immunities paralyzed, petrified,
poisoned, prone
Senses darkvision 60 ft., passive
Perception 10
La nguages Terran, one language of its creator's choice
Challenge 7 (2, 900 XP)
Magic Weapons. The myrm idon's weapon attacks are
magical.
A CT I
ONS
Multiattack. 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 one
maul attack. O n a hit, the target
takes an extra 16 (3dl0) thun·
der damage, and the target must succeed on a DC 14 Strength
saving throw or be knocked
prone.
,