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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[edit | edit source]

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

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Main Hand Attack Main Hand Attack (Action)   –  Flail of the Vortex
Damage: 9~23

Make a melee attack with your equipped weapon.

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

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

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

Spiral the wind into a choking maelstrom that inflicts 2d8Damage TypesBludgeoning damage per turn and Silences Silences creatures.

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

Notes[edit | edit source]

  • 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 | edit source]

External links[edit | edit source]