Medium Elemental, Typically Neutral
Armor Class 18 (plate)
Hit Points 140 (20d8 + 51)
Speed 40 ft., Swim 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
10 (+0)
Damage Vulnerabilities Radiant
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Blinded, Exhaustion, Paralyzed, Petrified, Prone
Senses Darkvision 60 ft., Passive Perception 1
Languages Aquan, one language of its creator’s choice
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Blood Sight.  The myrmidon can sense any creature that has blood within 60 ft. of it.

Actions

Multiattack. The myrmidon makes three Bone Spear attacks.

Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) force damage, or 8 (1d8 + 4) force damage if used with two hands to make a melee attack.

Necrosis Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) necrotic damage. A target that is hit by one or more of these attacks can't be healed until the end of the myrmidons next turn and their max HP is reduced by amount of necrotic damage dealt. A creature's max HP resets after a long rest or they have lesser restoration cast on them.

Bonus Actions

Sanguine Switch. As a bonus action the myrmidon can switch places with any creature it can see within 120 ft. that is affected by its Necrosis Strikes.

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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