Choose a creature conjured with the Summon Blood Elemental spell. You bind the elemental spirit to the weapon and armor provided in the casting of this spell, creating a blood elemental myrmidon. The myrmidon disappears when it drops to 0 hit points, leaving behind its weapon and armor.
The myrmidon is friendly to you and your companions. Roll initiative for the myrmidon, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the myrmidon, it defends itself from hostile creatures but otherwise takes no actions.
The GM has the myrmidon's statistics. A myrmidon of any element can be created using the stat block provided. Sample elemental myrmidons can be found below.
Blood Elemental Myrmidon
Medium Elemental, Typically Neutral
AC 18 (plate)
HP 144 (17d8 + 68)
Speed40 ft., swim 40 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | -1 | -1 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Prone
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial, one language of its creator's choice
CR 8 (XP 3,900; PB +3)
Traits
Blood Strength. When the myrmidon hits with any attack, it deals its Constitution modifier as extra damage (included in the attack).
Actions
Multiattack. The myrmidon makes three glaive attacks.
Glaive. Melee Attack Roll: +8 to hit, reach 10 ft. Hit: 1d10 + 9 Force damage.
Sanguine Strikes (Recharge 5-6). The myrmidon uses Multiattack. Each attack that hits deals an extra 1d10 Necrotic damage, and the myrmidon regains health equal to the extra damage dealt.
For more information on the Summon Blood Elemental spell, please see my other homebrews.
* - (a glaive and a suit of plate armor worth 1,520+ GP, which are expended)
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