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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[edit | edit source]

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

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Main Hand Attack Main Hand Attack ()   –  Trident of the Depths
Damage: 9~19
D6 Piercing.pngD6 Cold.png
1d6 + 7Damage TypesPiercing
+ 1d6Damage TypesCold

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5  ft
Hiemal Strike Hiemal Strike ()   –  Trident of the Depths
Damage: 10~29
D6 Piercing.pngD6 Cold.pngD10 Cold.png
1d6 + 7Damage TypesPiercing
+ 1d6Damage TypesCold
+ 1d10Damage TypesCold

Pierce a creature with your frost-rimed trident and Chill Chill it.

 Melee: 1.5 m / 5  ft
Explosive Icicle Explosive Icicle ()
Damage: 3~24
D8 Cold.png
3d8Damage 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)
Healing Vapours Healing Vapours ()
Damage: 2~16Healing: 2~16

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

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

Gallery[edit | edit source]

Notes[edit | edit source]

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

External links[edit | edit source]

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