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Myrmidon Infantry (D&D 5E Monsters/Bonus Content for ‘In the Footsteps of Hercules’)

Myrmidons are mentioned a couple of times in Skirmisher Publishing’s “In the Footsteps of Hercules” universal sourcebook, in an adventure hook for the road between Tiryns and Nemea and on the “Terrain-Based” entry on the Encounter Table, so we wanted to provide stats for some typical people of this sort for those who would like to include them in their games. Following are entries for both Myrmidon Infantrymen appropriate for either of those appearances and a Corporal, just in case they need supervision. A complete writeup for this race also appears d-Infinity Online for anyone who would like to create other sorts of Myrmidons, to include character versions of them .

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Myrmidon Infantryman

Myrmidon Infantrymen are the standard soldiery of their people and wield pikes and short swords in melee, resorting to slings if they need to engage in ranged combat. They are especially disciplined and are rivalled in this regard by only the most professional of Human troops.

Myrmidon Infantryman

Medium Humanoid (Myrmidon), Lawful Neutral

 

Armor Class: 16 (natural armor, buckler)

Hit Points: 13 (2d8+4)

Speed: 30 ft.

 

STR                 DEX                 CON                INT                  WIS                 CHA

13 (+1)            12 (+1)            14 (+2)            10 (+0)            10 (+0)            10 (+0)

 

Skills: Athletics +3, Perception +2

Senses: Passive Perception 12

Languages: Common (Greek), Formian

Challenge: 1/4 (50 XP)

 

Bold: A Myrmidon has advantage on saving throws against being frightened.

 

ACTIONS

Pike. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 6 (1d10+1) piercing damage.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

Sling. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 3 (1d4+1) bludgeoning damage with rocks, or 4 (1d5+1) bludgeoning damage with lead bullets.

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Myrmidon Infantry Corporal

Myrmidon Infantry Corporals are junior non-commissioned officers who have been promoted after taking part in multiple combat operations and demonstrating leadership skills and are typically tasked with directing the activities of five to 10 ordinary soldiers.

 

Myrmidon Infantry Corporal

Medium Humanoid (Myrmidon), Lawful Neutral

 

Armor Class: 16 (natural armor, buckler)

Hit Points: 22 (3d8+9)

Speed: 30 ft.

 

STR                 DEX                 CON                INT                  WIS                 CHA

14 (+2)            12 (+1)            16 (+3)            10 (+0)            10 (+0)            11 (+0)

 

Skills: Athletics +4, Perception +2

Senses: Passive Perception 12

Languages: Common (Greek), Formian

Challenge: 1 (200 XP)

 

Bold: A Myrmidon Infantry Corporal has advantage on saving throws against being frightened.

Two-Handed Spear Specialization. A Myrmidon Infantry Corporal has a +1 bonus on attack and damage rolls when wielding with both hands a pike or any other sort of polearm that inflicts piercing damage.

Second Wind (1/short or long rest). A Myrmidon Infantry Corporal has a limited well of stamina that it can draw upon to protect itself from harm. On its turn, it can use a bonus action to regain hit points equal to 1d10+3.

 

ACTIONS

Multiattack. A Myrmidon Infantry Corporal can make two melee attacks.

Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) piercing damage.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Sling. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 3 (1d4+1) bludgeoning damage with rocks, or 4 (1d5+1) bludgeoning damage with lead bullets.