Air Myrmidon
- Hit points · HP
- 117
- Armour class · AC
- 18
- Level
- 11
- Strength
- 18+4
- Dexterity
- 14+2
- Constitution
- 14+2
- Intelligence
- 9-1
- Wisdom
- 10+0
- Charisma
- 10+0
Attacks and skills 9
Fly
Fly to a target position.
18m
Movement Speed
Dash
Cover more distance this turn: double your
movement speed.
movement speed.
Action
Disengage
Retreat safely: moving won't provoke Opportunity Attacks.
Action
Hide
Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location.
Action
Invisibility
Manipulate the currents of the air to make yourself undetectable.
Action
concentration
Electrified Flail
Clout a foe with your lightning-suffused flail and
Stun them.
Action
Possible damage types
Lightning
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Elemental Warp
Surrounded by silver mist, you teleport to an unoccupied space you can see.
18m
Bonus Action
Raging Vortex
Spiral the wind into a choking maelstrom that inflicts 2d8 Bludgeoning damage per turn and
Silences creatures.
18m
Action
Traits 4
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Ethereal
Affected entity is incorporeal and can't be
Shoved,
Thrown, or used as an
Improvised Weapon.
Permanently Armed
Creature can't be disarmed.
Darkness Rules
No game description available.
4 internal effects have no display name.
Initial conditions and difficulty effects 0
2 internal effects have no display name.
Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.