Idoneth Deepkin – Eidolon of Mathlann, Aspect of the Sea
10"
12
3+
10
WARSCROLL

Eidolon of Mathlann, Aspect of the Sea

In its aspect of the sea, an Eidolon of Mathlann is a majestic phantom that harnesses the mystic bounty of the oceans, its magic able to lull the foe asleep, heal wounded Idoneth, or send the enemy fleeing beneath a wave of purest terror.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blasts of Abyssal Energy
Blasts of Abyssal Energy15"D33+3+-22
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Psi-trident
Psi-trident2"33+3+-22
Deep-sea Sceptre
Deep-sea Sceptre1"33+3+-11
Sharp Fangs
Sharp Fangs3"2D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 330
Battlefield Role: Leader

DESCRIPTION

An Eidolon of Mathlann, Aspect of the Sea is a single model armed with Blasts of Abyssal Energy, a Psi-trident and a Deep-sea Sceptre.

STORMSHOAL: This model is accompanied by a Stormshoal that attacks with its Sharp Fangs. For rules purposes, it is treated in the same manner as a mount.

FLY: This model can fly.

ABILITIES

Dormant Energies: The Isharann aspect of an Eidolon of Mathlann seethes with suppressed energies that it can draw upon at need.
You can re-roll casting, dispelling and unbinding rolls for this model. If you do not re-roll any casting or dispelling rolls for this model in your hero phase, you can heal up to D3 wounds allocated to this model at the end of that phase.

Stormshoal: The ethereal sea-creatures that swirl and dart around an Eidolon harry attackers, intercepting their blows and spoiling their aim.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.

Tranquillity of the Abyss: An Eidolon in its aspect of the sea radiates an aura of unnatural tranquillity, calming any fears nearby Idoneth may harbour.
Add 3 to the Bravery characteristic of friendly IDONETH DEEPKIN units while they are wholly within 18" of any friendly models with this ability.

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield, Cloying Sea Mists and Tsunami of Terror spells.

Cloying Sea Mists: The Eidolon brings forth cloying sea mists that heal Idoneth Deepkin and send foes into a mystic slumber from which they will never awake.
Cloying Sea Mists has a casting value of 6. If successfully cast, pick 1 friendly IDONETH DEEPKIN unit, or 1 enemy unit, within 12" of the caster and visible to them. If you picked a friendly IDONETH DEEPKIN unit, heal up to D3 wounds allocated to that unit. If you picked an enemy unit, that unit suffers D3 mortal wounds.

Tsunami of Terror: With a wave of its sceptre, the Eidolon sends forth invisible waves of fear that cause even the bravest of opponents to cower.
Tsunami of Terror has a casting value of 7. If successfully cast, pick up to D6 enemy units within 12" of the caster and visible to them. Until your next hero phase, subtract 1 from hit rolls for attacks made by those units, and subtract 1 from the Bravery characteristic of those units.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, EIDOLON, HERO, WIZARD, ASPECT OF THE SEA
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The EIDOLON keyword is used in following Idoneth Deepkin warscrolls:

Leader

The WIZARD keyword is used in following Idoneth Deepkin warscrolls:

Leader
© Vyacheslav Maltsev 2013-2020