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Water Myrmidon: Difference between revisions

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{{Infobox statistics
{{Hatnote| For the {{SAI|Combat Wild Shape}} form, see [[Wild Shape: Water Myrmidon]].}}
{{PageSeo
| description = Water Myrmidon is a type of Elemental creature in Baldur's Gate 3.
| image = Portrait Water Myrmidon.png
}}
 
{{Infobox creature
| name = Water Myrmidon
| name = Water Myrmidon
| image = Portrait Water Myrmidon.png
| image = Portrait Water Myrmidon.png
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| size = Medium
| size = Medium
| type = Elemental
| type = Elemental
| armour_class = 18
| ac = 18
| hit_points = 127
| hp = 127
| movement_speed_meters = 9
| e hp = 254
| movement_speed_feet = 30
| movement m = 9
| weight_kg = 158
| movement ft = 30
| weight_lb = 350
| weight kg = 158
| weight lb = 350
| level = 11
| level = 11
| str = 18
| str = 18
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| initiative = +4
| initiative = +4


| resistant1 = Bludgeoning
| resistances = Slashing resistant nm, Piercing resistant nm, Bludgeoning resistant nm, Acid resistant full, Poison Immunity
| resistant2 = Piercing
| passives = Opportunity Attack, Permanently Armed
| resistant3 = Slashing
| resistant4 = Acid
| immune1 = Poison
 
| feature1_name = Opportunity Attack
| feature1_description = Automatically attack an enemy moving out of your reach.
| feature2_name = Permanently Armed
| feature2_description = Cannot be disarmed.
}}
}}
'''Water Myrmidons''' are a type of [[Elemental]] creature that can be transformed into via {{SAI|Combat Wild Shape}}, or summoned with the spell {{SAI|Conjure Elemental}}.
'''Water Myrmidons''' are a type of [[Elemental]] creature that can be transformed into via {{SAI|Combat Wild Shape}}, or summoned with the spell {{SAI|Conjure Elemental}}.

Revision as of 10:51, 14 June 2024

Water Myrmidons are a type of Elemental creature that can be transformed into via Combat Wild Shape Combat Wild Shape, or summoned with the spell Conjure Elemental Conjure Elemental.

About Water Myrmidons

Water Myrmidons are created by conjuring and bonding elemental water into ritually created armour.

Attacks and abilities

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Trident of the Depths
Normal weapon damage
Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Winter's Breath.webp
Hiemal Strike Hiemal Strike ()
Normal weapon damage
+
D10 Cold.png 1d10 (1~10) Damage TypesCold
Pierce a creature with your frost-rimed trident and Chill Chill it.
 Melee: 1.5 m / 5  ft
Generic Cold.webp
Explosive Icicle Explosive Icicle ()
D8 Cold.png 3d8 (3~24) Damage TypesCold
Hurl three tridents forged of glistening ice that pierce targets and create ice surfaces on impact.
 Range: 18 m / 60 ft
AoE: 2 m / 6.5 ft (Radius)
Generic Healing.webp
Healing Vapours Healing Vapours ()
D8 Healing.png 2d8 (2~16) hit points
+
D8 Poison.png 2d8 (2~16) Damage TypesPoison

Exude water vapour with your general elemental dampness, healing nearby creatures for 2d8hit points.

If you are Poisoned Poisoned, the water is tainted, and instead of healing it deals 2d8Damage TypesPoison damage to nearby creatures.

AoE: 9 m / 30 ft (Radius)
Generic Utility.webp
Elemental Warp Elemental Warp ()
Surrounded by silver mist, you teleport to an unoccupied space you can see.
 Range: 18 m / 60 ft
Fly.webp
Fly Fly ()
Fly to a target position
 Range: 18 m / 60 ft

Notes

  • If thrown into a water chasm, the Water Myrmidon will float back into safety.

External links