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.
Unit Size: 1 Points: 310
Battlefield Role: Leader
Base size: 100mm
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.
This unit is accompanied by a Stormshoal that attacks with its Sharp Fangs.
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
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
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
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 12". If cast, pick up to D3 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