Idoneth Deepkin – Eidolon of Mathlann, Aspect of the Sea

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Eidolon of Mathlann, Aspect of the Sea

An Eidolon of Mathlann is a mystical conjuration that embodies a long-forgotten god. When summoned in its aspect of the sea, this entity can call upon the magic of the ocean to heal allies or send enemies fleeing in terror.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blasts of Abyssal Energy
Blasts of Abyssal Energy12"D33+3+-22
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Deep-sea Sceptre
Deep-sea Sceptre1"23+4+-11
Sharp Fangs
Sharp Fangs3"2D64+4+-1

Unit Size: 1      Points: 290
Battlefield Role: Leader
Base size: 100mm
Notes: Single

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

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

COMPANION: This unit is accompanied by a Stormshoal that attacks with its Sharp Fangs.

FLY: This unit can fly.

Stormshoal: The ethereal sea-creatures that swirl and dart around an Eidolon harry attackers, intercepting their blows and spoiling their aim.
This unit has a ward of 5+.

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 unit.

If this unit successfully casts any spells in your hero phase, you can heal up to D3 wounds allocated to this unit at the end of that phase.

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.
Friendly IDONETH DEEPKIN units wholly within 18" of this unit have a Bravery characteristic of 10.

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 is a spell that has a casting value of 6 and range of 12". If cast, pick 1 friendly IDONETH DEEPKIN unit, or 1 enemy unit, within range and visible to the caster. 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 is a spell that has a casting value of 7 and range of 18". If cast, pick up to 3 enemy units within range and visible to the caster. Subtract 1 from save rolls for attacks made with melee weapons that target that unit until your next hero phase.

14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

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9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.

The TOTEM keyword is used in the following Idoneth Deepkin warscrolls:

19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

The WIZARD keyword is used in the following Idoneth Deepkin warscrolls:


The EIDOLON keyword is used in the following Idoneth Deepkin warscrolls:

© Vyacheslav Maltsev 2013-2024