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Air Myrmidon: Difference between revisions

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{{Feature box|Elemental Warp}}
{{Feature box|Elemental Warp}}


{{Feature box|Fly (Class Action)}}
{{Feature box|Fly (class action)}}


== External links ==
== External links ==

Revision as of 21:07, 30 July 2024

Air 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 Air Myrmidons

Air Myrmidons are created by conjuring and bonding elemental air into ritually created armour.

Attacks and abilities

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Flail of the Vortex
Normal weapon damage
Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Generic Lightning.webp
Electrified Flail Electrified Flail ()   –  Flail of the Vortex
Normal weapon damage
+
D10 Lightning.png 1d10 (1~10) Damage TypesLightning
Clout a foe with your lightning-suffused flail and Stun Stun them.
 Melee: 1.5 m / 5  ft
Generic Damage.webp
Raging Vortex Raging Vortex ()
D8 Bludgeoning.png 2d8 (2~16) Damage TypesBludgeoning
Spiral the wind into a choking maelstrom that inflicts 2d8Damage TypesBludgeoning damage per turn and Silences Silences creatures.
 Range: 18 m / 60 ft
Generic Invisibility.webp
Invisibility Invisibility ()
Manipulate the currents of the air to make yourself undetectable.
 Range: Self
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

External links