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Water Elemental Myrmidon 5E
Water Elemental Myrmidon 5E. The myrmidon makes three scimitar attacks. +7 to hit, reach 5 ft., one target.

They form kingdoms, empires, and villages of their own people, and can be found naturally in areas with a strong presence of elemental water, such as a river's floodplain, deep at sea, or on island achipeligos. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a dc 13 constitution Proficiency bonus +3 proficiency bonus +5 (5th edition advanced mode) damage resistances bludgeoning, piercing, and slashing from nonmagical attacks damage vulnerabilities (suggested) cold damage immunities fire, poison.
Elemental Myrmidons Are Elementals Conjured And Bound By Magic Into Ritually Created Suits Of Plate Armor.
The elemental can enter a hostile creature’s space and stop there. The myrmidon’s weapon attacks are magical. 18 (plate armor) hit points:
If The Elemental Takes Cold Damage, It Grapple Ends, The Target Is Restrained And Unable To Breathe Unless It Can Breathe Water.
The myrmidon makes one flail attack. Str 18 dex 14 con 15 wis 10 int 8 cha 10 damage resistances: As of dnd 5e, while a water elemental prefers to be around the body of water they were summoned from, they are not limited to it.
The Elemental Can Enter A Hostile Creature's Space And Stop There.
Acid, bludgeoning, piercing, slashing from nonmagical attacks In this form, they possess no recollection of their former existence as free elementals. But there’s a subtle difference between this and fiery strikes:
Water Elemental Myrmidon Medium Elemental, Neutral Armor Class 18 (Plate) Hit Points 127 (17D8 + 51) Speed 40 Ft., Swim 40 Ft.
It can move through a space as narrow as 1 inch wide without squeezing. Until the end of its next turn. 7 (1d6 + 4) slashing damage.
The Water Elemental Myrmidon ’S Special Attack Is Freezing Strikes (“Behold The Power Of Hypothermia!”), Which Layers Additional Cold Damage On Top Of Its Multiattack.
Water elemental myrmidon medium elemental · neutral armor class: Its speed is reduced by 20 feet until the end of its next turn. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a dc 13 constitution
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