Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
Magic Weapons. The myrmidon's weapon attacks are magical.
Lightning Form: The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) lightning damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) lightning damage and catches fire, until someone takes an action to douse the fire, the creature takes 5 (1d10) lightning damage at the start of each of its turns.
Multiattack. The myrmidon makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Shocking Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) Lightning damage.
Illumination: The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..
Lightning Form: The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) lightning damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) lightning damage and catches fire, until someone takes an action to douse the fire, the creature takes 5 (1d10) lightning damage at the start of each of its turns.
Multiattack: The elemental makes two touch attacks.
Touch: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) lightning damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) lightning damage at the start of each of its turns.
Innate Spellcasting (1/Day): The mephit can innately cast Heat Metal (spell save DC 10), requiring no material Components. Its innate spellcasting ability is Charisma.
Death Burst: When the mephit dies, it explodes in a burst of electricity. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.
Claws: Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) lightning damage.
Lightning Breath (Recharge 6): The mephit exhales a 15-foot cone of lightning. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.
Variant: Summon Mephits (1/Day): The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Innate Spellcasting (1/Day). Pukka can innately cast Sleep, requiring no material components. Its innate spellcasting ability is Charisma.
Death Burst. When Pukka, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Blinding Breath (Recharge 6). Pukkaexhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Earth Step. Pukka can dissolve into a
piece of exposed earth and emerge from
another piece of exposed earth that he has
visited before. There is no range limit on
this ability. He must take a short rest before
using this ability again.