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Home Catalog Djinn Chronicles Water Myrmidon 03
Water Myrmidon 03 — Djinn Chronicles STL miniature by Clay Cyanide

Water Myrmidon 03

Djinn Chronicles
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community119 views · 6 likes

Water Myrmidon 03 — The Encounter

The Undertow Executioner, a drowned soldier of bronze and tide · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Water Myrmidon 03

When the drowning of the great island-realm was sealed, its defenders did not all perish; some were remade. The Undertow Executioner is one such myrmidon, a soul poured into bronze and bound within a body of living tide. It was assigned to the collapsing tunnels and the submerged routes by which the desperate fled, and few of those it pursued ever reached open air. It does not speak, save for the hiss of water forced through a helmet that has no mouth. It does not tire, does not breathe, and cannot be drowned, for it is the drowning. Folk of the ruined coasts say the Executioner remembers each of its orders and none of its mercy, that it patrols the flooded undercity still, mistaking every living trespasser for a fugitive condemned long ago. To meet it in a flooded hall is to learn the slow certainty of the tide.

Run Water Myrmidon 03 in Sixty Seconds

Water Myrmidon 03

Medium elemental, lawful neutral

CR 6 · 2,300 XP · GUIDELINE
AC 16 (verdigris bronze plate) HP 123 (13d8+65) Speed 30 ft., swim 60 ft.
STR18+4
DEX14+2
CON20+5
INT10+0
WIS14+2
CHA11+0
SavesCon +8, Wis +5
SkillsAthletics +7, Perception +5, Stealth +5
Resistacid, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Immpoison; exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Sensesdarkvision 60 ft., passive Perception 15
Languagesunderstands Primordial (Aquan) but speaks only in the hiss of pouring water

Watery Body. The myrmidon's lower half is a living column of water. It can move through a space as narrow as 1 inch wide without squeezing, and difficult terrain made of water or flooding does not cost it extra movement. While submerged or standing in water at least 1 foot deep, it has advantage on Stealth checks.

Undertow Pursuit. Signature. When a creature within 30 ft. that the myrmidon can see enters water or starts its turn in water, the myrmidon can swim up to its speed toward that creature without provoking opportunity attacks. If it ends adjacent, it may immediately make one melee attack against that creature.

Drowned Vigor. If the myrmidon takes acid or fire damage, the next attack it makes before the end of its next turn deals an extra 7 (2d6) cold damage as the breached water turns to slashing brine.

Actions

Multiattack. The myrmidon makes two attacks with its tidal mace.

Tidal Mace. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) bludgeoning damage plus 7 (2d6) cold damage. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone by the crashing blow.

Drowning Grasp (Recharge 5-6). The myrmidon engulfs one creature within 5 ft. in a coil of water. That creature must succeed on a DC 15 Strength saving throw or be restrained and unable to breathe until the start of the myrmidon's next turn, taking 14 (4d6) cold damage at the start of each of its turns while restrained this way.

Bonus Actions & Reactions

Tide's Recoil. Reaction. When a creature the myrmidon can see hits it with a melee attack, the myrmidon surges a wave outward; the attacker must succeed on a DC 15 Strength saving throw or be pushed 10 ft. away.

A faceless soldier sheathed in verdigris bronze, its torso fading into a churning pillar of glacial water that lifts it from a flooded floor, a long ceremonial mace glowing with cold light in its grip.

Water Myrmidon 03, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 15 HP 74 (scaled ×0.6) Speed 30 ft., swim 60 ft.
STR18+4
DEX14+2
CON20+5
INT10+0
WIS14+2
CHA11+0

Bulwark of the Deep (signature). Allies within 10 ft. of the Water Myrmidon 03 have resistance to fire damage, drawn into the cold mist that wreathes it.

Actions

Coral Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 4 (1d8) cold damage.

Reactions

Surging Guard. When an ally within 5 ft. is hit by an attack, the Water Myrmidon 03 can impose disadvantage on that attack roll as a wall of water rises between them.

A heavier, broader myrmidon set as a living breakwater, content to anchor a line while sharper kin hunt the fleeing.

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
AC14HP6d8+18 (45) To-hit+4Save DC13

Open from the water with Undertow Pursuit so it reaches a soft target before the party reacts. If foes cluster on dry ground, lure them onto flooded tiles where it moves freely and they slog. Kill-priority: the lowest-AC caster trying to stay back.

Tier 2Levels 5-10 · NATIVE
AC16HP13d8+65 (123) To-hit+7Save DC15

Open by closing on an isolated PC and using Tidal Mace to knock it prone, then Drowning Grasp the moment it recharges. If clustered, wade into the front line and let Tide's Recoil punish each melee swing. Kill-priority: whoever lacks a swim speed or is standing waist-deep.

Tier 3Levels 11-15 · GUIDELINE
AC18HP19d8+114 (199) To-hit+9Save DC17

Run it with minions or in a flooded lair, never alone; pair it with a bigger threat that anchors the party while the myrmidon hunts stragglers. Open with Drowning Grasp on a frontliner, then pursue. Kill-priority: the most mobile skirmisher, dragged under before it can reposition.

Put Water Myrmidon 03 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 03?

It's a Challenge Rating 6 elemental (2,300 XP) at its native Tier 2, tuned for a party of levels 5-10. The stat record also gives rescaled numbers for Tier 1 (levels 1-4) and Tier 3 (levels 11-15) so you can drop it into almost any flooded fight.

Can Water Myrmidon 03 be a companion or ally?

Yes. As a bound construct of water it makes a natural guardian; use the included Tidewarden, Bound companion block as a sturdier defensive ally that grants fire resistance and screens your party with walls of water rather than chasing kills.

Is it a boss on its own?

No. The Undertow Executioner is an add-on hunter, not a centerpiece. It shines pursuing stragglers in flooded terrain or flanking alongside a bigger threat such as a djinn or a true water elemental lord; run two or pair it with a lair to make a memorable encounter.

Tell Us How It Ran

Played Water Myrmidon 03 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