Blood Siphon. The elemental siphons the blood out of a enemy creature that it hits, dealing Hit: 7 (2d6) necrotic damage. This does not affect any creature that does not have blood. It regains half the damage dealt. This damage can only be rolled once a turn.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Poisoned Blood. If the elemental takes poison damage, it deals half the damage to the next creature it hits.
Magical Weapons. The elemental's Blood Blade and Blood Chain actions deal magical damage for the sake of overcoming resistance.
Multiattack. The Myrmidon makes two Blood Blade attacks.
Blood Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage.
Blood Chain. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 11 (1d10+4) necrotic damage. The creature hit must make a DC 14 STR saving throw or be Restrained and pulled up to 25 feet closer to the elemental. At the start of the elemental's turn, any creature still Restrained takes Hit: 11 (1d10+4) necrotic damage. The Restrained creature can repeat the saving throw as an action on it's turn. The elemental can have up to 3 creatures restrained at the same time.
Blood Strike (Recharge 6). The Myrmidon uses Multiattack. Each attack deals Blood Siphon damage.
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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