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Air Myrmidon

From bg3.wiki

Air 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 Air Myrmidons edit

Air Myrmidons are created by conjuring and bonding elemental air into ritually created armour.

Combat edit

Attacks and abilities edit

Main Hand Attack Main Hand Attack (Action)   –  Flail of the Vortex
Damage: 9~23

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5 ft
Electrified Flail Electrified Flail (Action)   –  Flail of the Vortex
Damage: 10~33
+ 1d8LightningLightning
+ 1d10LightningLightning

Clout a foe with your lightning-suffused flail and Stun Stun them.

 Melee: 1.5 m / 5 ft
Raging Vortex Raging Vortex (Action)
Damage: 2~16

Spiral the wind into a choking maelstrom that inflicts 2d8Damage TypesBludgeoning damage per turn and Silences Silences creatures.

 Range: 18 m / 60 ft
Invisibility Invisibility (Action)
Manipulate the currents of the air to make yourself undetectable.
 Range: Self
Recharge: Short rest
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 Fly (Movement Speed (Half cost))
Fly to a target position
 Range: 18 m / 60 ft

Notes edit

  • Air 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

External links edit