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Air Myrmidon

From bg3.wiki

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

About Air Myrmidons edit

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

Combat edit

Attacks and abilities edit

Main Hand AttackMain Hand Attack (Action)   –   Flail of the Vortex
Damage: 9~23
1d8 + 7BludgeoningBludgeoning
+ 1d8LightningLightning

Make a melee attack with your equipped weapon.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Electrified FlailElectrified Flail (Action)   –   Flail of the Vortex
Damage: 10~33
1d8 + 7BludgeoningBludgeoning
+ 1d8LightningLightning
+ 1d10LightningLightning

Clout a foe with your lightning-suffused flail and Stun Stun them.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Raging VortexRaging Vortex (Action)
Damage: 2~16

Spiral the wind into a choking maelstrom that inflicts 2d8BludgeoningBludgeoning damage per turn and Silences Silences creatures.

Range: 18 m / 60 ft Range: 18 m / 60 ft
InvisibilityInvisibility (Action)
Manipulate the currents of the air to make yourself undetectable.
Range: Self Range: Self
Recharge: Short rest Recharge: Short rest
Elemental WarpElemental Warp (Bonus Action)
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Range: 18 m / 60 ft Range: 18 m / 60 ft
FlyFly (Movement Speed (Half cost))
Fly to a target position
Range: 18 m / 60 ft Range: 18 m / 60 ft

Notes edit

  • Air Myrmidon creatures have a base initiative of 2 instead of the usual 0. With a Dexterity modifier of 2, this gives +4 initiative total. This extra initiative does not apply to wild shape form.

Gallery edit

External links edit