Ash Elemental Myrmidon
Medium • Elemental • Neutral
Armor Class 18
Hit Points 90 (12d8 + 36)
Speed 30 ft., fly 30 ft. (hover)
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 15 (+2) | 18 (+4) | 9 (-1) | 10 (+0) | 10 (+0) |
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities fire, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious
Senses darkvision 60 ft. (unimpeded by smoke/ash), passive Perception 10
Languages Primordial (Auran, Ignan)
CR 7 (XP 2,900; PB +3)

Fiery Regeneration. The myrmidon regains 10 hit points and deals 5 (1d10) fire damage to each creature in a 5-foot emanation originating from the myrmidon at the start of each of its turns if it has at least 1 hit point. If the myrmidon takes cold damage or is subjected to a gallon of water or more, this trait doesn't function on the myrmidon's next turn.
Unusual Nature. The elemental doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The elemental makes two Ashen Spear attacks. It can replace one of those attacks with a use of Plume, if available.
Ashen Spear. Melee Weapon Attack: +7, reach 5 feet. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) fire damage.
Plume (Recharge 5-6). Constitution Saving Throw: DC 15, each breathing creature in a 15-foot cone. Failure: The target becomes poisoned for 1 minute. The target can repeat the save at end of each of its turns, ending the effect on a success. Failure or Success: The area becomes heavily obscured by smoke for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.
Ash Elemental Myrmidon
Medium • Elemental • Neutral
Armor Class 17
Hit Points 60 (8d8 + 24)
Speed 30 ft., fly 30 ft. (hover)
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 13 (+1) | 16 (+3) | 9 (-1) | 10 (+0) | 10 (+0) |
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities fire, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious
Senses darkvision 60 ft. (unimpeded by smoke/ash), passive Perception 10
Languages Primordial (Auran, Ignan)
CR 4 (XP 1,100; PB +2)

Fiery Regeneration. The myrmidon regains 5 hit points and deals 3 (1d6) fire damage to each creature in a 5-foot emanation originating from the myrmidon at the start of each of its turns if it has at least 1 hit point. If the myrmidon takes cold damage or is subjected to a gallon of water or more, this trait doesn't function on the myrmidon's next turn.
Unusual Nature. The elemental doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The elemental makes two Ashen Spear attacks. It can replace one of those attacks with a use of Plume, if available.
Ashen Spear. Melee Weapon Attack: +5, reach 5 feet. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) fire damage.
Plume (Recharge 6). Constitution Saving Throw: DC 13, each breathing creature in a 15-foot cone. Failure: The target becomes poisoned for 1 minute. The target can repeat the save at end of each of its turns, ending the effect on a success. Failure or Success: The area becomes heavily obscured by smoke for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.
Ash Elemental Myrmidon
Medium • Elemental • Neutral
Armor Class 18
Hit Points 119 (14d8 + 56)
Speed 30 ft., fly 30 ft. (hover)
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 15 (+2) | 19 (+4) | 9 (-1) | 10 (+0) | 12 (+1) |
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities fire, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious
Senses darkvision 60 ft. (unimpeded by smoke/ash), passive Perception 10
Languages Primordial (Auran, Ignan)
CR 10 (XP 5,900; PB +4)

Fiery Regeneration. The myrmidon regains 15 hit points and deals 11 (2d10) fire damage to each creature in a 5-foot emanation originating from the myrmidon at the start of each of its turns if it has at least 1 hit point. If the myrmidon takes cold damage or is subjected to a gallon of water or more, this trait doesn't function on the myrmidon's next turn.
Unusual Nature. The elemental doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The elemental makes two Ashen Spear attacks. It can replace one of those attacks with a use of Plume, if available.
Ashen Spear. Melee Weapon Attack: +9, reach 5 feet. Hit: 18 (3d8 + 5) piercing damage plus 10 (3d6) fire damage.
Plume (Recharge 5-6). Constitution Saving Throw: DC 16, each breathing creature in a 30-foot cone. Failure: The target becomes poisoned for 1 minute. The target can repeat the save at end of each of its turns, ending the effect on a success. Failure or Success: The area becomes heavily obscured by smoke for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
