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### Myrmidon Elementalists A Myrmidon Elementalist is an Elemental Myrmidon granted arcane mastery over its base element. These creatures use the statistics of an Elemental Myrmidon except it has a Charisma score of 18 (+4), a challenge rating of 8 (3,900 xp), and additional traits as noted here. Spells marked with an asterisk ⃰ are found in the free [Elemental Evil Player's Companion](http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf) supplement. #### Myrmidon Aeromancer A Myrmidon Aeromancer uses the statistics of an Air Elemental Myrmidon with the following additional traits. ***Innate Spellcasting.*** The aeromancer's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: *chromatic orb (thunder or lightning only), gust⃰* 1/day each: *control winds⃰, gust of wind, wind wall* ***Wind Ward.*** Ranged weapon attacks against the aeromancer have disadvantage. #### Myrmidon Cryomancer A Myrmidon Cryomancer uses the statistics of an Air Elemental Myrmidon or a Water Elemental Myrmidon with the following additional traits. ***Aura of Ice.*** The ground in a 10-foot radius around the cryomancer is icy and difficult terrain. Water in this radius freezes solid enough for Large or smaller creatures to walk on. The radius moves with the cryomancer. ***Ice Walk.*** The cryomancer can move across difficult terrain created by ice or snow without spending extra movement. ***Innate Spellcasting.*** The cryomancer's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: *chromatic orb (cold only), shape water⃰* 1/day each: *fog cloud, sleet storm, wall of ice*
#### Myrmidon Ferromancer A Myrmidon Ferromancer uses the statistics of an Earth Elemental Myrmidon or a Fire Elemental Myrmidon with the following additional traits. ***Adamantine Armor.*** Any critical hit against the ferromancer becomes a normal hit. ***Siege Monster.*** The ferromancer's weapon attacks deal double damage to objects and structures. ***Innate Spellcasting.*** The ferromancer's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: *chromatic orb (fire or poison only), mending* 1/day each: *heat metal, compelled duel, blade barrier* #### Myrmidon Geomancer A Myrmidon Geomancer uses the statistics of an Earth Elemental Myrmidon with the following additional traits. ***Merge With Stone.*** The geomancer can move across difficult terrain made of earth or stone without spending extra movement. It can move through solid earth or stone as if it was air and without destabilizing it, but can't perceive anything while it's inside an object. ***Innate Spellcasting.*** The geomancer's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: *chromatic orb (thunder or acid only), mold earth⃰* 1/day each: *Maximilian's earthen grasp⃰, wall of sand⃰, wall of stone* #### Myrmidon Hydromancer A Myrmidon Hydromancer uses the statistics of a Water Elemental Myrmidon with the following additional traits. ***Aquatic Invisibility.*** If immersed in water, the hydromancer can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies. ***Innate Spellcasting.*** The hydromancer's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: *chromatic orb (acid or cold only), shape water⃰* 1/day each: *maelstrom⃰, wall of water, watery sphere⃰* #### Myrmidon Pyromancer A Myrmidon Pyromancer uses the statistics of a Fire Elemental Myrmidon with the following additional traits. ***Flame Body.*** Any creature that moves within 5 feet of the pyromancer for the first time on a turn or ends its turn there takes 5 (2d4) fire damage. ***Innate Spellcasting.*** The pyromancer's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: *chromatic orb (fire only), control flames⃰* 1/day each: *flaming sphere, Melf's minute meteors⃰, wall of fire*