Water Myrmidon 01
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
- Hold the door. The myrmidon is a guard, not a hunter. Stand it on the threshold it was set to watch and let the party come to it; Standing Orders heals it 5/turn while it stays put.
- Open with the shove. First round, Multiattack the front-liner and use the 10-ft push to peel the party apart and into the choke point.
- Recharge punishes clustering. The moment two or more PCs line up to focus it, drop Drowning Surge in the cone for prone bodies and big cold damage.
- When bloodied, it does NOT panic or run (immune to fear) - it digs in, keeps swinging, and uses Undertow on anyone who ends their turn beside it.
- Three ways to run it: lone gatewarden (a stubborn wall that buys time), paired with a tideling or second myrmidon (an unbreakable choke), or as the bodyguard for a bigger boss in a flooded lair.
Water Myrmidon 01
Large elemental, lawful neutral
CR 6 · 2,300 XP · GUIDELINEWater 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 · GUIDELINELiquid 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.
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.
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.
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
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
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
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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