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Water Myrmidon
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For the Combat Wild Shape form, see Wild Shape: Water Myrmidon.
Water Myrmidons are a type of Elemental creature that can be transformed into via Combat Wild Shape, or summoned with the spell Conjure Elemental.
About Water Myrmidons[edit section | visual editor]
Water Myrmidons are created by conjuring and bonding elemental water into ritually created armour.
Combat[edit section | visual editor]
Attacks and actions[edit section | visual editor]
Main Hand Attack () –
Hiemal Strike () –
Damage: 2~16

2d8Poison (If myrmidon is poisoned)
Healing: 2~16

2d8Healing (If myrmidon is not poisoned)
Exude water vapour with your general elemental dampness, healing nearby creatures for 2d8Hit Points.
If you are Poisoned, the water is tainted, and instead of healing it deals 2d8Poison damage to nearby creatures.
Notes[edit section | visual editor]
- If thrown into a water chasm, Water Myrmidons float back into safety.
- Water Myrmidon creatures have a base initiative of 2 instead of the usual 0. With a Dexterity modifier of 2, this gives +4 initiative total. This extra initiative does not apply to wild shape form.
Gallery[edit section | visual editor]
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Concept Art by Nikola Matkovic
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Render by Jean-Pierre Roy
External links[edit section | visual editor]
- on the Forgotten Realms Wiki

































