Fire Elemental MyrmidonMedium elemental
- 7 (2,900 XP)
Illumination. The myrmidon sheds bright light in a 6-meters radius and dim light in a 12-meters radius.
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, and knows the following maneuvers:
2 stamina dice: frenzy
Spellcasting. The fire 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:
1 mana: ash fall, burning hands, continual flame, fiery rebuke, flaming sphere, flaming weapon, heat metal, immolation, protection from fire, pyrotechnics, rising phoenix, scorching bolts, searing burst
Water Susceptibility. For every 1.5 meters the myrmidon moves in 30 centimeters or more of water, it takes 2 (1d4) cold damage.
Multiattack. The myrmidon makes three weapon attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 7 (1d6 + 4) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 6 (1d4 + 4) piercing damage.