Difference between revisions of "Merfolk aquamancer"
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Revision as of 08:51, 7 June 2013
For a list of merfolk, see List of merfolk
merfolk aquamancer m | |
---|---|
HP | 53-80 |
HD | 15 |
XP | 1244 |
Speed | 10 (swim: 60%) |
AC | 0 |
EV | 12 |
Will | 80 |
Attack1 | 15 (hit: plain)
|
Resistances | rDrown |
Vulnerabilities | None |
Habitat | Amphibious |
Intelligence | Normal |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | merfolk, merfolk |
Flags | Actual spells Speaks Spellcaster Warm-blooded |
A slender merfolk mystic with unusually webby hands. Its form shifts and glistens as if seen through ocean spray. |
Useful Info
Merfolk aquamancers are aggressive casters that provide support for other merfolk opponents. They can deal steam, cold, or physical damage, and can temporarily turn perfectly safe terrain into shallow water or push you around the field.
Spells
Spell set | |
---|---|
Slot1 | Primal Wave (3d21) |
Slot2 | Steam Ball (3d19) |
Slot3 | none |
Slot4 | Throw Icicle (3d24) |
Slot5 | none |
Slot6 | Blink |
Variant Merfolk Aquamancer
You may encounter a merfolk gelid in certain vaults. These Ice Magic specialists will devastate unprepared adventurers with magic, but thankfully aren't much more durable than standard aquamancers. They usually come with freezing-branded polearms.
An unnaturally pale merfolk, with condensation forming around its hands. |
Tips & Tricks
Without cold resistance and steam resistance, aquamancers can be even worse than merfolk javelineers. Their ability to suddenly dump you in water is extremely dangerous if you're engaged in melee with other merfolk at the time.