Medium elemental, neutral
Armor Class 18 (plate)
Hit Points 127 (17d8 + 51)
Speed 40 ft., swim 40 ft.
Proficiency Bonus +3
Proficiency Bonus +7 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 15 (+2) | 9 (-1) | 10 (+0) | 10 (+0) |
Saving Throws (suggested) Str +7
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, one language of its creator’s choice
Challenge 7 (2900 XP)
Magic Weapons. The myrmidon’s weapon attacks are magical.
ACTIONS
- Multiattack. The myrmidon makes three trident attacks.
- Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a
melee attack. - Freezing Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon’s next turn.
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
A water elemental myrmidon is a powerful warrior created by binding a water elemental to a suit of plate armor. The armor is usually decorated with aquatic motifs, such as scales, shells, or waves. The myrmidon’s body is composed of swirling water that fills the gaps in the armor. The myrmidon’s eyes glow with a faint blue light, and it speaks with a deep and resonant voice. Water elemental myrmidons are loyal and obedient to their creators, who are usually powerful mages or priests of water deities. They can communicate in Aquan and one other language of their creator’s choice.
COMBAT
Water elemental myrmidons are formidable fighters, wielding tridents or flails as their preferred weapons. Their weapon attacks are magical, and they can use their freezing strikes ability to deal extra cold damage to their foes. They are also resistant to acid and nonmagical physical damage, and immune to poison and several conditions. Water elemental myrmidons can move through water with ease, and can enter a hostile creature’s space and stop there. They can also grapple their enemies and drown them in their watery bodies. Water elemental myrmidons have a weakness to cold damage, which can freeze them and make them vulnerable to shattering.
HABITAT / SOCIETY
Water elemental myrmidons are usually found near bodies of water, such as lakes, rivers, or oceans. They serve as guardians, soldiers, or enforcers for their creators, who may have various motives for creating them. Some may use them for exploration, research, or diplomacy in aquatic realms. Others may use them for conquest, plunder, or domination of the seas. Water elemental myrmidons are loyal to their creators, but they may also develop bonds with other water elementals or creatures that share their affinity for water. They have a sense of honor and duty, and will not hesitate to fight for their cause.
ECOLOGY
Water elemental myrmidons are artificial beings that do not have a natural place in the world. They are created by binding a water elemental to a suit of armor, which requires a complex ritual and a large amount of magical energy. The ritual may involve summoning a water elemental from the Elemental Plane of Water, or capturing one that already exists in the Material Plane. The ritual may also require a sacrifice of blood, gems, or other valuable materials. The process is irreversible, and the water elemental loses its free will and identity in the process. Water elemental myrmidons do not need to eat, drink, or breathe, but they may enjoy the sensations of doing so. They do not age or reproduce, but they can be destroyed by physical or magical means.