Wild Shape: Air MyrmidonClass Actions Take the shape of an Air myrmidon. Your water myrmidon shape has a starting health of 90 hit points that increases every two druid levels. It can cast Invisibility, Electrified Flail, and Raging Vortex. |
|
Bonus Action2 Wild Shape Charge(s) |
Wild Shape: Air Myrmidon is an Action in Baldur's Gate 3. Actions can be used in both exploration and combat to maneuver across the battlefield or to harm or aid Characters. The actions that a Character can perform are based on their Class and Equipment.
Wild Shape: Air Myrmidon Information
- Take the shape of an air myrmidon.
- Your air myrmidon shape has a starting health of 90 hit points that increases every two druid levels. It can cast Invisibility, Electrified Flail, and Raging Vortex.
- Type: Bonus Action 2 Wild Shape Charge
- Range: N/A
How to unlock Wild Shape: Air Myrmidon
Wild Shape: Air Myrmidon can be unlocked by the following classes:
- Circle of the Moon at level 10
Wild Shape: Air Myrmidon Stats and Abilities
Strength: 18
Dexterity: 14
Constitution: 14
Wisdom, Intelligence and Charisma: Same as before wild shape
Movement speed: 9m
Hit Points at level 10: 90hp
Hit points at level 12: 108hp
Main Hand Attack
Type: Action
Range: Melee
Attack Roll
Effect: 9~23 damage
1d8+7 Bludgeoning damage
+1d8 Lightning damage
Make a melee attack with your equipped weapon.
Affected by Druids Wild Strike and Primal Strike abilities (Triple Attack)
Tenacity
Type: Passive
Effect: When you miss an attack, deal 4 bludgeoning damage anyway
Permanently Armed
Type: Passive
Effect: Creature can't be disarmed
Invisibility
Type: Action
Range: Self
Effect: Manipulate the currents of the air to make yourself undetectable.
Grants Invisible until Long Rest
Usable once per Short Rest
Requires Concentration
Invisibility ends early if you attack, cast another spell, take an action or take damage.
Elemental Warp
Type: Bonus Action
Range: 18m
Effect: Surrounded by silver mist, you teleport to an unoccupied space you can see.
Fly
Type: Movement
Range: 18m
Effect: Fly to a target position
Raging Vortex
Type: Action
Range: 3m AoE 18m range (AoE range not listed in game)
Effect: 2~16 damage
2d8 Bludgeoning damage
Spiral the wind into a choking maelstrom that inflicts 2~16 Bludgeoning damage per turn and Silences creatures
Raging Vortex Aura lasts 10 turns
Note: This is an AoE you place down.
Electrified Flail
Type: Action
10~33 Damage
Range: Melee
Attack Roll
Effect: 1d8+7 Bludgeoning damage
+1d8 Lighning damage
+1d10 Lightning damage
Clout a foe with your lightning-suffused flail and Stun them
Grants stun for 2 turns
Affected by Druids Wild Strike and Primal Strike abilities (Triple Attack)
Wild Shape: Air Myrmidon Tips & Notes
- Notes & Tips go here
- Anonymous
Since this attacks with a Morningstar and not it's bare hands, does anyone know if Tavern Brawler still works for it? And if not, does knowing Martial Weapon Proficiency boost it's accuracy?
I was the one who edited this page to add the actions and passives, it was my first time doing this so I'm not great at formatting so if someone wants to refine this feel free.
- Anonymous
- Anonymous
By my think - the best elementral for druid.
1) Permanent invisibility. You can scout territory before battle and choose enemy and place when it starts (ofc enemies must not see invisibility), but disappear when you hit.
2) His attack can stun and you can hit three times and even 6 with potion of speed. Good control, not bad damage.
3) Great mobility, far fly and bonus action teleport every turn. Stun and run tactic works great.
Cons:
1) Random. Sometimes no stun even by three hits.
2) Bad tank, only control, only damage.
P.s. I prefer water, but air just better.
1
+10
-1