Medium Elemental, Neutral
Armor Class 19
Hit Points 117 (18d8 + 36)
Speed 90 ft.
STR
16 (+3)
DEX
22 (+6)
CON
14 (+2)
INT
9 (-1)
WIS
10 (+0)
CHA
10 (+0)
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Auran and one language of its creator’s choice
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Magic Weapons. The myrmidon’s weapon attacks are magical and have an inherent +1 to hit and damage rolls. The myrmidon can summon the weapon as a Bonus Action. The haft fades into nothingness if the Myrmidon dies. The ornately inscripted but non-magical glaive remains for an hour. After that, it collapses into dust. Characters who understand Auran know that the inscriptions are used to bind the glaive to the haft. On a successful DC12 Arcana check, anyone skilled in the making of potions will know that the dust remaining afterwards can be used as a component in the making of various potions or other magical items. 

Air Form. The myrmidon can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing, provided it is not carrying its glaive.

Actions

Multiattack. The myrmidon makes three glaive attacks. 

Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 4) slashing damage.

Lightning Strike (Recharge 6). The myrmidon makes one glaive attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the myrmidon’s next turn.

Whirlwind (Recharge 4–6). Each creature in the myrmidon's space must make a DC 15 Strength saving throw. On a failure, a target takes 17 (3d8 + 4) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Dermickster

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