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 auxiliaries who specialize in using them are deliberately brought to battle.

Merfolk 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, merfolk cannot 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: 55
Moves: 7
XP: 150
Level: 3
Alignment: lawful
Id: Merman Entangler
Abilities:

Attacks (damage × count)

(image)club
melee
8 × 3
impact
(image)net
ranged
8 × 3
impact
slows

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) Fake Shroud0%
(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 Wed Mar 20 02:39:40 2024.