Blind Golems are only able to see through vibrations. The golem has two ways of doing so, it's Vibration Vision Action, and shriekers. Shriekers, are crystalline plants that are able to notice the presence of creatures within five feet of it. When a shrieker is activated, it lets out a loud scream that reveals the location of any creatures in a 30 foot diameter to the golem.
Multiattack. The myrmidon makes two Crystalline Punch attacks.
Crystalline Punch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage.
damage on a failed save, or half as much damage on a successful one. The dragon then gains 5 temporary hit points by absorbing a portion of the radiant energy.
Shatter (Recharge 6). The golem exhales a burst of brilliant radiance in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 18 (2d8) piercing damage on a failed save, or half as much damage on a successful one. The golem then gains 15 hit points by absorbing a portion of the radiant energy.
Vibration Vision (Recharge 6). The golem punches the ground and sends out a vibration in a 30 foot diameter. The golem learns the location of any creature within the radius
Lunge When the golem becomes aware of the location of a creature, it may choose to move up to 30 feet towards the creature. If the golem is then within 5 feet of the creature it may make a Crystalline Punch attack.
Description
Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators.
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