Kryx RPGThemesMonsters
Fire Elemental Myrmidon

Fire Elemental Myrmidon

Medium elemental
Challenge
7

STR
1
DEX
4
CON
2
INT
−1
WIS
0
CHA
1

123
19d8+38
19
Soak
2
Fort
+3
Ref
+3
Will
+1
Defense note plate
Damage resistances bludgeoning, piercing, slashing from nonmagical attacks
Damage immunities fire, poison
Condition immunities burning, paralyzed, petrified, poisoned, prone

Speed 8 m.
Skills Insight +0 (11), Perception +0 (11), Primal +3 (14)
Senses darkvision 10 m.
Languages Ignan, one language of its creator’s choice

Illumination. The myrmidon sheds bright light in a 5-meter radius and dim light in an additional 5 meters. It can extinguish the light or relight it as an action.

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

Maneuvers. The fire 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. It knows the following maneuvers:

1 stamina die: lunge, spring attack

2 stamina dice: frenzy

Spellcasting. The fire elemental myrmidon’s 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. It knows the following spells:

Cantrips (at will, 9th-level spellcaster): cauterize wound, control flames, produce flame

1 mana: ash fall, burning hands, continual flame, fiery rebuke, flaming weapon, immolation, protection from fire, pyrotechnics, rising phoenix, scorching bolts, searing burst

2 mana: fireball, flame bane, flaming sphere, heat metal, incendiary cloud, minute meteors, molten upheaval, wall of fire

Water Susceptibility. For every meter the myrmidon moves in 30 centimeters or more of water, it takes 2 (1d4) cold damage.

Actions (3)

Scimitar. Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 7 (1d6 + 4) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 1 m. or range 3/10 m. Hit: 6 (1d4 + 4) piercing damage.

mtof

Maneuvers

As an action, you can make a melee weapon attack and increase your reach for the attack by 1 meter. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.