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Water Myrmidon: Difference between revisions

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{{Infobox statistics
{{Hatnote| For the {{SAI|Combat Wild Shape}} form, see [[Wild Shape: Water Myrmidon]].}}
{{PageSeo
| description = Water Myrmidon is a type of Elemental creature in Baldur's Gate 3.
| image = Portrait Water Myrmidon.png
}}
 
{{Infobox creature
| name = Water Myrmidon
| name = Water Myrmidon
| image = Portrait Water Myrmidon.png
| image = Portrait Water Myrmidon.png
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| size = Medium
| size = Medium
| type = Elemental
| type = Elemental
| armour_class = 18
| ac = 18
| hit_points = 127
| hp = 127
| movement_speed_meters = 9
| e hp = 254
| movement_speed_feet = 30
| movement m = 9
| weight_kg = 158
| movement ft = 30
| weight_lb = 350
| weight kg = 158
| weight lb = 350
| level = 11
| level = 11
| str = 18
| str = 18
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| initiative = +4
| initiative = +4


| resistant1 = Bludgeoning
| resistances = Slashing resistant nm, Piercing resistant nm, Bludgeoning resistant nm, Acid resistant full, Poison Immunity
| resistant2 = Piercing
| passives = Opportunity Attack, Permanently Armed
| resistant3 = Slashing
| resistant4 = Acid
| immune1 = Poison
 
| feature1_name = Opportunity Attack
| feature1_description = Automatically attack an enemy moving out of your reach.
| feature2_name = Permanently Armed
| feature2_description = Cannot be disarmed.
}}
}}
'''Water Myrmidons''' are a type of [[Elemental]] creature that can be transformed into via {{SAI|Combat Wild Shape}}, or summoned with the spell {{SAI|Conjure Elemental}}.
'''Water Myrmidons''' are a type of [[Elemental]] creature that can be transformed into via {{SAI|Combat Wild Shape}}, or summoned with the spell {{SAI|Conjure Elemental}}.

Revision as of 09:51, 14 June 2024

Water Myrmidons are a type of Elemental creature that can be transformed into via Combat Wild Shape Combat Wild Shape, or summoned with the spell Conjure Elemental Conjure Elemental.

About Water Myrmidons

Water Myrmidons are created by conjuring and bonding elemental water into ritually created armour.

Attacks and abilities

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Trident of the Depths
Damage: 9~19
D6 Piercing.pngD6 Cold.png
1d6 + 7Damage TypesPiercing
+ 1d6Damage TypesCold

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5  ft
Winter's Breath.webp
Hiemal Strike Hiemal Strike ()
Damage: 1~10
D10 Cold.png
Normal weapon damage
+ 1d10Damage TypesCold

Pierce a creature with your frost-rimed trident and Chill Chill it.

 Melee: 1.5 m / 5  ft
Generic Cold.webp
Explosive Icicle Explosive Icicle ()
Damage: 3~24
D8 Cold.png
3d8Damage TypesCold

Hurl three tridents forged of glistening ice that pierce targets and create ice surfaces on impact.

 Range: 18 m / 60 ft
AoE: 2 m / 6.5 ft (Radius)
Generic Healing.webp
Healing Vapours Healing Vapours ()
Damage: 2~16Healing: 2~16

Exude water vapour with your general elemental dampness, healing nearby creatures for 2d8hit points.

 Range: Self
AoE: 9 m / 30 ft (Radius)
Generic Utility.webp
Elemental Warp Elemental Warp ()
Surrounded by silver mist, you teleport to an unoccupied space you can see.
 Range: 18 m / 60 ft
Fly.webp
Fly Fly ()
Fly to a target position
 Range: 18 m / 60 ft

Notes

  • If thrown into a water chasm, the Water Myrmidon will float back into safety.

External links