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Wild Shape: Air Myrmidon

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Wild Shape: Air Myrmidon is a Combat Wild Shape form available to Circle of the Moon Druids.

Description

Take the shape of an Air Myrmidon.

Your air myrmidon shape has a starting health of 90 hit points 90 hit points that increases every two druid levels. It can cast InvisibilityInvisibility, Electrified FlailElectrified Flail, and Raging VortexRaging Vortex.

Properties

Cost:
Bonus Action +  2 Wild Shape Charges

At Higher Levels

The hit points of the Air Myrmidon form increase with druid level, as shown in the table below:

Druid level Hit points
10 90
12 108

Condition: Wild Shape: Air Myrmidon

Wild Shape: Air MyrmidonWild Shape: Air Myrmidon
  • Wild shaped into an Air Myrmidon

Creature: Air Myrmidon

STR

18
(+4)

DEX

14
(+2)

CON

14
(+2)

Hit Points

117

Armour Class

18

Size

Small

Dismiss Wild ShapeDismiss Wild Shape
Dismiss your Wild Shape and change back to your original form.
Electrified FlailElectrified Flail (Action)
Clout a foe with your lightning-suffused flail and StunStun them.
Elemental WarpElemental Warp (Bonus Action)
Surrounded by silver mist, you teleport to an unoccupied space you can see.
FlyFly (Movement Speed (Half cost))
Fly to a target position
InvisibilityInvisibility (Action)
Manipulate the currents of the air to make yourself undetectable. (Recharge: Short rest Recharge: Short rest.)
Lunar MendLunar Mend (Bonus Action + Level 1 Spell Slot)
Expend spell slots to regain Hit Points while wild shaped. You regain 1d8hit pointshit points per spell slot level.
Raging VortexRaging Vortex (Action)
Spiral the wind into a choking maelstrom that inflicts 2d8BludgeoningBludgeoning damage per turn and Silences Silences creatures.
EtherealEthereal
Affected entity is incorporeal and can't be ShovedShoved, ThrownThrown, or used as an Improvised Melee WeaponImprovised Melee Weapon

How to learn

Classes:

This action is a variation of:
Wild ShapeWild Shape

Notes

  • This shape consumes 2 Wild Shape charges, and comes equipped with a Flail of the Vortex that adds +1d8LightningLightning to every attack.
  • There is no reason to use the normal main hand attack over Electrified FlailElectrified Flail which does additional damage and has a chance to StunStun targets.