Pawns (Dragon's Dogma)


Pawns, sometimes referred to as Myrmidons, are denizens of the Rift; lacking emotion and a true will of their own, they follow the Arisen, one who has been chosen by The Dragon. All pawns carry a glowing scar upon their hand that corresponds to the scar upon the Arisen's chest. Other than the scar, Pawns look human physically, the difference being that they neither age nor truly die; they lack any sort of real emotion and willpower.

Every Arisen has their own main pawn, and can hire up to two other Pawns from the Rift. Pawns can be found in the Rift accessed through a Rift Stone; they also can be found wandering around Gransys, and congregate at the Pawn Guild, as well as in the Urban Quarter of Gran Soren, and at The Encampment.

Powers and Stats

Tier: At least High 6-B, likely High 6-A, possibly 5-B | At least 3-B | Low 2-C

Name: The Pawns, Myrnidons, actual name(s) is player's choice

Origin: Dragon's Dogma

Gender: Varies (Can be Male or Female)

Age: Unknown/Varies

Classification: Servant(s) of the Arisen

Powers and Abilities: Superhuman Physical Characteristics, Expert of Weapons Combat, Martial Arts and Magic, Elemental Manipulation (of the fire, ice, lightning, earth, wind, light and dark elements), Healing, Holy and Unholy Magic, Can buff/debuff stats, some attacks ignore durability or instantly kill, Soul Manipulation, Levitation, Poison Manipulation, Petrification, Telekinesis, Immortality (Type 1)

Attack Potency: At least Large Country level, likely Multi-Continent level, possibly Planet level (Assisted The Arisen in defeating Grigori) | At least Multi-Galaxy level (Fought against the likes of Daimon and Death) | Universe level+ (Traded blows with and was able to physically restrain The Seneschal)

Speed: Sub-Relativistic (Fought Grigori) | At least FTL | At least FTL (Can keep up with The Seneschal), possibly higher

Lifting Strength: At least Superhuman | At least Superhuman | Class K+ via powerscaling

Striking Strength: At least Large Country Class | At least Multi-Galactic | Universal (Traded blows with The Seneschal)

Durability: At least Large Country level, likely Multi-Continent level, possibly Planet level | at least Multi-Galaxy level | Universe level+

Stamina: Superhuman | Higher | Limitless

Range: At least Thousands of kilometers | The Same | Universal

Standard Equipment: Equipment varies based on player's choice.

Intelligence: Very high (Combat smart. Often gives The Arisen quest knowledge as well as tactics and strategies on how to defeat opponents.)

Weaknesses: Some spells/abilities have channel times. Cannot enter deep water without being captured by the Brine and returned to the rift. Can have some minor vulnerabilities to elements/ailiments based on current equipment. Most Pawns have no free will of their own, and do not experience emotions as vividly as humans; they are obedient only to an Arisen. If anything would happen to their master, they run the risk of becoming corrupt and lost. Can't use hybrid vocations, unlike the Arisen.

Notable Attacks/Techniques:

List of Skills Pawns can use:


Notable Victories:

Notable Losses:

Inconclusive Matches: