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Water Myrmidon

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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[edit | edit source]

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

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Main Hand Attack.webp
Main Hand Attack Main Hand Attack (Action)   –  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 (Action)   –  Trident of the Depths
Damage: 10~29
D6 Piercing.pngD6 Cold.pngD10 Cold.png
1d6 + 7Damage TypesPiercing
+ 1d6Damage TypesCold
+ 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 (Action)
Damage: 9~72
D8 Cold.pngD8 Cold.pngD8 Cold.png
3d8Damage TypesCold
+ 3d8Damage TypesCold
+ 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 / 7 ft (Radius)
Generic Healing.webp
Healing Vapours Healing Vapours (Action)
Damage: 2~16Healing: 2~16

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

If you are Poisoned Poisoned, the water is tainted, and instead of healing it deals 2d8Damage TypesPoison damage to nearby creatures.

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

Notes[edit | edit source]

  • If thrown into a water chasm, the Water Myrmidon will 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 | edit source]

External links[edit | edit source]