Jephrif Stranger

(image)

This jephrif has come a long way since being a Lasher. It's survived plenty of dangerous situations, usually being the most expendable should its leader decide an expense is necessary. It didn't exhibit particular magical abilities, despite these being fairly common among jephrifs. Until now. While Strangers still obey orders of their superiors, their long duty has at last led to them developing both some magic and some personality - a bitter, hardened one. Strangers are capable of projecting images within their clear bodies, and their experiences give them plenty of traumatizing scenes to display - or, in a pinch, dazzling colors or anything else that could hamper enemies somehow.

Special Notes: This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. This unit has magical attacks, which always have a high chance of hitting an opponent.

 

Information

Advances from: Jephrif Strangler
Advances to:
Cost: 52
HP: 70
Moves: 5
XP: 150
Level: 3
Alignment: chaotic
Id: JepStranger
Abilities:

Attacks (damage × count)

(image)lash
melee
16 × 2
blade
(image)bind
melee
8 × 2
impact
anchors
(image)daze
ranged
5 × 2
arcane
slows
magical

Resistances

(icon) blade0% (icon) pierce-10%
(icon) impact-30% (icon) fire-50%
(icon) cold50% (icon) arcane-10%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave140%
(icon) Coastal Reef150%
(icon) Deep Water140%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest150%
(icon) Frozen140%
(icon) Fungus150%
(icon) Hills140%
(icon) Mountains250%
(icon) Sand140%
(icon) Shallow Water140%
(icon) Swamp140%
(icon) Unwalkable140%
(icon) Village150%
Last updated on Wed Mar 20 03:53:08 2024.