Merman Corsair

(image)

If vile mermen survive long enough they 'enjoy' an life of adventureous battles, missing limbs and amassed fortune. Unfortunately their greed remains in place no matter how much they accomodate, which prompts them to assemble and organize lesser merman pirates into crews that hire out as an naval mercenary band for the highest bidder.

Special Notes: Lawful units of same side adjacent to this unit suffer an -25% damage penalty. This unit prolongs the melee combat for 3 rounds. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures.

 

Information

Advances from: Merman Pirate
Advances to:
Cost: 36
HP: 50
Moves: 6
Vision: 3
XP: 92
Level: 2
Alignment: chaotic
Id: Exi Merman Corsair
Abilities: vile presence (merfolk)

Attacks (damage × count)

(image)sword
melee
8 × 4
blade
rage
(image)hook
melee
4 × 2
pierce
poison

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold20% (icon) arcane0%

Terrain

TerrainMovement CostDefense
(icon) Castle140%
(icon) Cave320%
(icon) Coastal Reef270%
(icon) Deep Water150%
(icon) Flat230%
(icon) Forest530%
(icon) Frozen230%
(icon) Fungus320%
(icon) Hills530%
(icon) Mountains0%
(icon) Sand230%
(icon) Shallow Water160%
(icon) Swamp160%
(icon) Unwalkable0%
(icon) Village140%
Last updated on Fri Apr 20 13:10:47 2018.