Idoneth Deepkin – Eidolon of Mathlann, Aspect of the Sea

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IDONETH DEEPKIN WARSCROLL
Eidolon of Mathlann
Aspect of the Sea
10"
12
3+
5
In extreme situations where the existence of their enclave is threatened, the Soul Wardens will sanction the conjuration of an Eidolon of Mathlann. Joining in solemn ritual, they call upon the spirits of deceased Idoneth to rise and defend the living. Like phosphorescent algae, the glittering essences within the soul-reef will coalesce, taking the appearance of a mighty aelven god of the sea, with weapon in hand and a cloak of icy seawater cascading from its regal armour. Vicious aquatic life gathers around this avatar to attack any that draw near. In the aspect of the sea, an Eidolon of Mathlann is more controlled, yet its becalmed demeanour in no way suggests it possesses a lesser degree of power. With a sweep of its deep-sea sceptre, an Eidolon in this form can release golden energies into the currents of the ethersea to rejuvenate the Idoneth’s wounded. However, the Eidolon can also turn its power to far deadlier purposes. With but a gesture, it can cause nearby foes to feel the horror of the endless sea. Suddenly, these unfortunate souls know what it is to be cast adrift with nothing beneath them but leagues of cold, dark water. This renders them paralysed in the throes of what they believe is their own death whilst the Idoneth move in to make this illusion a reality.
IDONETH DEEPKIN WARSCROLL
Eidolon of Mathlann
Aspect of the Sea
RANGED WEAPONS
RngAtkHitWndRndDmg
Blasts of Abyssal Energy
Blasts of Abyssal Energy12"33+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Stormshoal’s Fangs [Companion]
Stormshoal’s Fangs
Companion
64+4+-1
Psi-trident and Deep‑sea Sceptre
Psi-trident and Deep‑sea Sceptre53+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 350
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Isharann Emissary, Any IDONETH DEEPKIN

Passive
DORMANT ENERGIES: The Isharann aspect of an Eidolon of Mathlann seethes with suppressed energies that it can draw upon at need.

Effect: Add 1 to casting rolls for this unit.

Your Hero Phase
8
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.

Declare: Pick up to 3 different visible enemy units within 12" of this unit to be the targets, then make a casting roll of 2D6.

Effect: Subtract 1 from save rolls for combat attacks that target those units until the start of your next turn.
KEYWORDSSPELL

Once Per Turn (Army), Any Charge Phase
VENGEFUL WAVES: When threatened, the Eidolon causes the ethersea to crash around it, overwhelming its enemies.

Declare: If this unit has not charged this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TRANQUILLITY OF THE ABYSS: Eidolon in its aspect of the sea radiates an aura of unnatural tranquillity, calming any fears that nearby Idoneth may harbour.

Effect: Ignore negative modifiers to the control scores of friendly IDONETH DEEPKIN units while they are wholly within 12" of this unit.

KEYWORDS
HERO, MONSTER, WIZARD (2), FLY, WARD (5+)
ORDER, IDONETH DEEPKIN, AELF, EIDOLON

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32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

Those HEROES can join an eligible regiment as a Isharann Emissary.

Infantry Hero
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

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

© Vyacheslav Maltsev 2013-2025