Essence Of Tides

Level 3 Troop Controller
Elemental EV 20
Stamina 80 Immunity cold 5
Speed 7 (swim) Size 1M / Stability 1
Free Strike 5

Might

2

Agility

0

Reason

1

Intuition

-1

Presence

2

Water Wing 2d10 + 2

Magic, Melee, Strike Signature Action
Melee 1 2 creatures or objects
≤11: 7 damage;
slide 1
12—16: 11 damage;
slide 2
17+: 14 damage;
slide 3
Effect:

P<2 the target’s stability is reduced to 0 and they move 2 additional squares whenever they are force moved (save ends)

Convocation of Waves

Magic, Ranged Maneuver
Ranged 5 Self or 1 elemental
Effect:

The target receives cold immunity 5 until the start of the essence’s next turn if they don’t already have it.

3 Malice:

The target emits a 1 aura pool of water until the end of the encounter. The area beneath the aura becomes a river that trails behind the target as they move and is considered difficult terrain. An enemy that ends their turn standing in the river is M<2 slowed (save ends).

Sea Salted Wounds (1 Malice)

Triggered Action
Melee 1 1 creature
An ally deals damage to the target.
Effect:

The essence makes a free strike against the target.

Water Glide

When the essence starts their turn on a space containing water, they can add the flying keyword to their movement until the end of their turn. While flying, the essence doesn’t provoke opportunity attacks.

Fickle and Free

The essence can’t be restrained, slowed, or knocked prone, and they ignore difficult terrain.

Report Issue

You must be logged in to report an issue.

Log in
  1. Elemental Malice


    1. Elemental Swap

      3 Malice
      1. Two elementals on the encounter map teleport and swap places, gaining damage immunity 2 until the end of the round.

    2. Split

      5 Malice
      1. An elemental acting this turn cleaves themself into 2 separate elementals, splitting their current Stamina in half between them and becoming one size smaller. The elementals otherwise have the same statistics as the original. Both elementals then shift up to their speed.

    3. Convocation of Chaos

      7 Malice
      1. Magic, Ranged Maneuver
        Self or Ranged 8
        Self or 1 elemental
      2. Effect

        Until the end of the encounter, the target’s speed increases by 5 and their strikes deal an additional 5 damage. Whenever an elemental within line of effect uses another convocation ability, the target also gains the effects.

    Report Issue

    You must be logged in to report an issue.

    Log in