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Merfolk aquamancer

From Ashenzari's Archive
Revision as of 14:28, 5 May 2012 by imported>Petzl (added in-water speed bonus)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
merfolk aquamancer m 
HP 45 to 90
HD 15
XP 1244
Speed 10 (swim: 60%)
AC 0
EV 12
Will 80
Attack1 15 (hit: plain)



Resistances none
Vulnerabilities none
Habitat amphibious water
Intelligence High
Uses Weapons & armour
Holiness Natural
Size Medium
Type merfolk, merfolk
Flags 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: Primal Wave (3d21), Steam Ball (3d19), Throw Icicle (3d24), Blink

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.