Kryx RPGThemesMonsters

Air Elemental Myrmidon

Medium elemental
Challenge
7 (2,900 XP)

STR
4
DEX
2
CON
2
INT
−1
WIS
0
CHA
1

117
18d8+36
18
Soak
1
Fort
+2
Ref
+3
Will
+0
Defense note plate
Damage resistances concussion, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities poison
Condition immunities paralyzed, petrified, poisoned, prone

Speed 9 m., fly 9 m. (hover)
Senses darkvision 18 m., passive Perception 10
Skills Primal +3
Languages Auran, one language of its creator’s choice

Magic Weapons. The myrmidon’s weapon attacks are magical.

Maneuvers. The air elemental myrmidon uses maneuvers (maneuver save DC 15). It has 10 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice when it finishes a short rest, and knows the following maneuvers:

1 stamina die: bait and switch, disorient, distract, dive attack, feint, lunge, spring attack, step of the wind

2 stamina dice: misdirection

Spellcasting. The air elemental myrmidon is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has 3 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest, and knows the following spells:

Cantrips (at will): gust, updraft

1 mana: averting gust, cyclone, feather fall, fog cloud, gale cloak, gale strike, gust of wind, hover, levitate, steal breath, warding winds, whispering wind

2 mana: air bubble, control winds, dust devil, gaseous form, gusting sphere, hypoxia, wind wall

Actions

Multiattack. The myrmidon makes three attacks.

Flail. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands.

Hammer. Melee or Ranged Weapon Attack: +7 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 7 (1d6 + 4) bludgeoning damage.

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