Water Myrmidon
- Hit points · HP
- 127
- Armour class · AC
- 18
- Level
- 11
- Strength
- 18+4
- Dexterity
- 14+2
- Constitution
- 16+3
- Intelligence
- 8-1
- Wisdom
- 10+0
- Charisma
- 10+0
Attacks and skills 9
Explosive Icicle
Hurl three tridents forged of glistening ice that pierce targets and create ice surfaces on impact.
18m
Action
Possible damage types
Cold
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
Healing Vapours
Exude water vapour with your general elemental dampness, healing nearby creatures.
Action
Possible damage types
Poison
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
Hiemal Strike
Pierce a creature with your frost-rimed trident and
Chill it.
Action
Possible damage types
Cold
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
Traits 5
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.
Hidden
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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.