Medium elemental, neutral
Armor Class 18 (plate)
Hit Points 123 (19d8 + 38)
Speed 40 ft.
Proficiency Bonus +3
Proficiency Bonus +8 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 18 (+4) | 15 (+2) | 9 (-1) | 10 (+0) | 10 (+0) |
Saving Throws (suggested) Dex +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Languages Ignan, one language of its creator’s choice
Challenge 7 (2900 XP)
Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
Magic Weapons. The myrmidon’s weapon attacks are magical.
Water Susceptibility. For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage.
ACTIONS
- Multiattack. The myrmidon makes three scimitar attacks.
- Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
- Fiery Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
Fire elemental myrmidons have humanoid shapes with heads, torsos, and arms, but instead of legs, they have a single large flame that propels them above the ground. Their heads have no facial features, except for two bright spots that appear when they are angry or agitated. Their fingers can either be separate or fused together, depending on their need. They are about 7 feet tall and weigh around 200 pounds, due to the solidity of their fiery bodies.
Their armor is not only a protection, but also a containment for their form. They can remove and replace their armor after some time, but many see no need to do so. Their armor is the only thing that remains of them when they are killed.
COMBAT
Fire elemental myrmidons are fearless and ruthless fighters that use their natural abilities and weapons to inflict maximum damage on their foes. They are immune to fire and poison, and resistant to nonmagical physical attacks. They are vulnerable to water, which can extinguish their flames and weaken their armor.
Fire elemental myrmidons can create a burst of fire around them, damaging and igniting anyone nearby. They can also hurl fire bolts at their enemies, or use their flaming swords or spears to slash or stab them. They are skilled in melee combat and can parry incoming attacks with ease. They are also cunning and tactical, and can coordinate with other myrmidons or allies to gain an advantage.
HABITAT / SOCIETY
Fire elemental myrmidons are not native to any plane of existence, but are created by powerful spellcasters who need loyal and obedient servants or soldiers. They are usually found in places where fire is abundant or revered, such as volcanoes, deserts, or temples. They have no culture or society of their own, but follow the orders of their creators without question. They can speak Ignan, the language of fire elementals, and one other language chosen by their creators.
Some fire elemental myrmidons serve the efreet, the fiery genies that rule over the City of Brass in the Elemental Plane of Fire. These myrmidons emulate the efreet’s arrogance and cruelty, and often act as guards or enforcers for their masters. Other fire elemental myrmidons serve other powerful beings that have an affinity for fire, such as dragons, demons, or cultists.
ECOLOGY
Fire elemental myrmidons have no natural role in the ecology of any world, as they are artificial creations that disrupt the balance of nature with their presence. They consume no food or water, but need a constant source of fire to sustain themselves. They have no interest in anything other than fulfilling their tasks and destroying their enemies. They have no emotions or morals, except for a primal rage that fuels their combat prowess. They have no reproduction or life cycle, as they are created by magic and destroyed by force.