Merman Entangler

(image)

Merfolk tend to use a combination of both nets and clubs in fishing; nets to collect the fish, and clubs to finish the kill. Both of these tools have seen adaptation for warfare, and are valuable enough that auxilliaries who specialize in using them are deliberately brought to battle.

Mermen often find themselves in a standoff with land-based enemies; the merfolk are too strong in the water, and are too weak to make any offense on land. Nets are a key bit of leverage; without nets, mermen can’t give any effective chase over land, and are at a great disadvantage in hand-to-hand combat.

Special Notes: This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn.

(portrait)

Information

Advances from: Merman Netcaster
Advances to:
Cost: 46
HP: 58
Moves: 7
XP: 150
Level: 3
Alignment: lawful
Id: Merman Entanglerrr
Abilities:

Attacks (damage × count)

(image)club
melee
10 × 3
impact
marksman
(image)net
ranged
10 × 3
impact
slows

Resistances

(icon) blade0% (icon) pierce-20%
(icon) impact20% (icon) fire20%
(icon) cold40% (icon) arcane30%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef150%
(icon) Deep Water160%
(icon) Fake Shroud0%
(icon) Flat240%
(icon) Forest230%
(icon) Frozen240%
(icon) Fungus340%
(icon) Hills440%
(icon) Mountains50%
(icon) Sand230%
(icon) Shallow Water150%
(icon) Swamp150%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Thu Jul 2 01:42:38 2020.