Clay Cyanide EncountersFree, tier-scaled 5e encounters and drop-in VTT tokens for every miniature we sculpt.1,100+ creaturesFoundry, Roll20 & OwlbearSculpting minis since 2020Always free
Home Catalog Djinn Chronicles Water Myrmidon 01
Water Myrmidon 01 — Djinn Chronicles STL miniature by Clay Cyanide

Water Myrmidon 01

Djinn Chronicles
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community100 views · 5 likes

Water Myrmidon 01 — The Encounter

Gatewarden of the drowned sanctum, bound to an order older than its makers · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Water Myrmidon 01

When the spires of the drowned city still stood, its archivists poured the obedience of the tide into vessels of brine and bronze, and called them myrmidons. They feel neither fatigue nor mercy; they know only the orders sealed into them on the day the waters rose. The city is gone, scattered as silt across the seabed, yet the orders endure. This warden, marked the first of its rank, was set upon the inner sanctum where the living archives were kept, and it has held the threshold ever since. It does not pursue and it does not parley. It advances with the slow certainty of an incoming tide, trident lowered, and it will press any intruder against the walls until the chamber is still again. Some say a single word of the old archive-tongue can return it to rest. None who knew that word survived the flood, and so the gatewarden waits, immovable, for orders that will never come to relieve it.

Run Water Myrmidon 01 in Sixty Seconds

Water Myrmidon 01

Large elemental, lawful neutral

CR 6 · 2,300 XP · GUIDELINE
AC 16 (barnacled war-plate) HP 123 (13d10+52) Speed 30 ft., swim 60 ft.
STR18+4
DEX12+1
CON18+4
INT8-1
WIS14+2
CHA11+0
SavesCon +7, Wis +5
SkillsPerception +5
Resistacid, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Immpoison, exhaustion, paralyzed, petrified, poisoned, prone, unconscious
Sensesdarkvision 60 ft., passive Perception 15
Languagesunderstands Aquan and Primordial but speaks only in the surge of water

Water Form. The myrmidon can move through a space as narrow as 1 inch wide without squeezing, and it can pass through any opening a trickle of water could. It has advantage on Strength checks made to grapple.

Standing Orders. Signature. The myrmidon never flees, is never frightened, and cannot be charmed. While it is within 30 feet of the vault, archive, or threshold it was set to guard, it makes saving throws against being incapacitated with advantage and recovers 5 hit points at the start of each of its turns.

Actions

Multiattack. The myrmidon makes two trident attacks.

Trident. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 4 (1d8) cold damage. On a hit against a Large or smaller creature, the target is pushed up to 10 feet away.

Drowning Surge (Recharge 5-6). The myrmidon hurls a slamming wave in a 15-foot cone. Each creature there makes a DC 15 Strength saving throw, taking 22 (5d8) cold damage and being knocked prone on a failure, or half damage and not knocked prone on a success.

Bonus Actions & Reactions

Undertow. Reaction. When a creature the myrmidon can see ends its turn within 5 feet of it, the myrmidon may make one trident attack against that creature.

A towering sentinel of living seawater sheathed in barnacled plate, its lower half a churning column of glowing tide, gripping a great trident as it advances with the patience of the deep.

Water Myrmidon 01, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 14 HP 38 (scaled ×0.6) Speed 30 ft., swim 60 ft.
STR18+4
DEX12+1
CON18+4
INT8-1
WIS14+2
CHA11+0

Liquid Body (signature). The tideling can move through any space a trickle of water could and has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and the target's speed is reduced by 10 feet until the end of its next turn.

Reactions

Engulfing Splash. Reaction. When an ally within 5 feet is hit by an attack, the tideling washes between them, reducing that damage by 5 (1d4+3).

A knee-high coil of the same enchanted seawater, broken loose from a shattered myrmidon and still trying to follow the last order it heard.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC14HP6d10+18 (51) To-hit+4Save DC13

Open by wading into the doorway so the party must come to it, then trident-shove the front-liner back into the choke. Save Drowning Surge for when two or more PCs cluster in the cone. Pair it with a flooded room or a second guardian; alone it is a wall, not a kill.

Tier 2Levels 5-10 · NATIVE
AC16HP13d10+52 (123) To-hit+6Save DC15

Plant it on the threshold it guards so Standing Orders keeps it healing 5/turn, then Multiattack the nearest melee PC and shove squishier targets into reach of Undertow. Kill-priority for the party is to pull it off its guarded spot. Drowning Surge punishes anyone who bunches up to focus-fire it.

Tier 3Levels 11-15 · GUIDELINE
AC18HP20d10+100 (210) To-hit+8Save DC17

Run it as a lair-anchored gatewarden, not a solo: post two of them flanking a flooded corridor or pair it with a bigger threat it protects. Shove the controller toward the wall, then Undertow-punish them on their turn-end. It holds ground and grinds; let the flagship boss do the closing.

Put Water Myrmidon 01 on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Water Myrmidon 01?

Its home stat block is CR 6 (2,300 XP), tuned for a party of levels 5-10. Scaled sheets are provided for tiers 1 (levels 1-4) and 3 (levels 11-15) so you can drop it into almost any table without rebuilding it.

Can Water Myrmidon 01 be a companion or ally?

The full myrmidon is a CR 6 adversary, but the bound Tideling (AC 14, 38 HP) is a ready-made ally - a loyal scrap of the same seawater that screens allies and slows foes. Use it as a guardian NPC or a temporary boon when the party earns the old order's favor.

How do I keep it from being a boring damage-sponge?

Lean on its identity as a gatewarden. Give it something to guard so Standing Orders matters, use the trident shove to control positioning, and time Drowning Surge for when the party bunches up. It should feel like an immovable tide, not a punching bag.

Tell Us How It Ran

Played Water Myrmidon 01 at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included