Water Myrmidon 02
Water Myrmidon 02 — The Encounter
Breaker of the Floodfront, soldier of a drowned city · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Water Myrmidon 02
When the gates of the drowned city failed, its makers loosed the myrmidons. The Water Myrmidon 02 is no sentry; it is the Breaker of the Floodfront, shaped and authorized for aggressive engagement and sent wherever a wall has been breached. It does not negotiate with intruders or wait out a siege. It advances into the gap and strikes with the full weight of a crashing wave, hurling defenders from their footing before the second rank can react. Its body is seawater given soldier's discipline, bound in coral plate and an old chain of command that outlived every voice that once gave it. The orders persist: hold no ground, take the front, drown the breach. It knows nothing of the city's fall, only the last command pressed into it as the water rose. Echoes, ruins, and memory remain of that place, and the myrmidons remain too, still marching to defend rooms that no longer have ceilings.
Run Water Myrmidon 02 in Sixty Seconds
- Hold for the cone. Don't waste Crashing Wave on a single PC; wait until two or more are clustered, then prone the lot and reposition into the gap.
- Open by breaking the line. Wade into the front rank, Crashing Wave the cluster, then Multiattack whoever is already adjacent to an ally to fire Floodfront Breaker.
- Kill-priority: back-line. Its swim 60 and Watery Form let it slip past the wall to reach healers and casters; punch through to them, not the tank.
- When bloodied, retreat to water. Watery Form regains 5 HP at end of turn in water, so duck into the flood, heal, and re-enter the breach.
- Three ways to run it: a wall-breaking shock trooper paired with a boss; a tunnel ambusher using Undertow Step from concealment; or a flooded-room guardian that owns the deep-water zones.
Water Myrmidon 02
Medium elemental, lawful neutral
CR 6 · 2,300 XP · GUIDELINEFloodfront Breaker. Signature. The myrmidon is built to shatter held ground. The first time on each of its turns it hits a creature that is within 5 feet of one of the myrmidon's allies, the target takes an extra 9 (2d8) cold damage and the myrmidon may push it 10 feet.
Watery Form. The myrmidon can move through a space as narrow as 1 inch wide without squeezing, and it can enter a hostile creature's space and stop there. If it ends its turn in water, it regains 5 hit points.
Actions
Multiattack. The myrmidon makes two trident attacks.
Trident. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 4 (1d8) cold damage.
Crashing Wave (Recharge 5-6). The myrmidon surges forward in a 15-foot cone of driven water. Each creature in the area must make a DC 15 Strength saving throw, taking 22 (5d8) bludgeoning damage and being knocked prone and pushed 10 feet on a failure, or half damage and no movement on a success.
Bonus Actions & Reactions
Undertow Step. Reaction (when a creature ends its move within 10 ft. of the myrmidon). The myrmidon slides up to 15 feet in a straight line through water, smoke, or open space, ignoring difficult terrain.
An armored figure of living seawater, coral plate fused to its limbs, one fist crackling with blue tideglow as it heaves a long trident overhead to strike. Where it stands, the floor floods and the line breaks.
Water Myrmidon 02, Bound
Companion · acts on your initiative
Bound · GUIDELINEWash the Wound (signature). When an ally within 15 feet drops to 0 hit points, Water Myrmidon 02 can move up to its swim speed toward them as a reaction and stabilize them on arrival.
Actions
Brine Lash. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) cold damage, and the target's speed is reduced by 10 feet until the end of its next turn.
Reactions
Slipstream. When a creature within 5 feet hits Water Myrmidon 02, it can shunt 10 feet through any water or open space, breaking line of sight if it ends behind cover.
A smaller, swifter spirit of the same drowned levies, sent to drag the fallen back from the floodfront.
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 front rank and using Crashing Wave to knock the cluster prone. Hammer whoever your allies are already next to so Floodfront Breaker triggers. Pair it with archers or casters who punish prone, fallen targets.
Open with Crashing Wave into the densest knot to scatter and prone them, then Multiattack the squishiest target adjacent to an ally for the bonus cold and a 10-ft push off a ledge or out of formation. Kill-priority is healers and back-line casters it can reach via swim/Watery Form. Run it with a second myrmidon or a bigger boss so Floodfront Breaker always lands.
Lead a flooded-lair fight: open with Crashing Wave, then carve into the line, pushing PCs into deep water or hazards. Use Undertow Step to reposition next to the squishiest target each round. Pair it with a larger threat or minion pack so it is never the only thing acting; it is a front-breaker, not a solo capstone.
Put Water Myrmidon 02 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 02?
Natively CR 6 (Tier 2, ~levels 5-10): AC 16, 123 HP, +7 to hit, save DC 15. The block also scales to a CR 2 (Tier 1) and a CR 11 (Tier 3) version using the same traits and actions with the numbers shifted into each band.
Can Water Myrmidon 02 be a companion or ally?
As written it's an adversary, but a water-aligned party could earn its service when the chain of command that binds it is broken or inherited. For a friendlier sidekick, use the included companion Tidewhelp, Bound, a swifter spirit that stabilizes fallen allies and slows enemies.
Is Water Myrmidon 02 a solo boss?
No. It's a front-breaking add-on with no legendary actions, designed to fight alongside a larger threat or a second myrmidon. A four-PC party will out-act it one-on-one, so pair it with minions or a flagship boss for the intended pressure.
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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