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Air Myrmidon

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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 section | visual editor]

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

Combat[edit section | visual editor]

Attacks and abilities[edit section | visual editor]

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 StunStun 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 section | visual editor]

  • 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 section | visual editor]

External links[edit section | visual editor]