Gremlin Conjurer

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Gremlin conjurers are regarded as full members of the colony council, having listened to decision making for many decades. Conjurers have achieved the basic mastery of their spatial and temporal powers and are allowed to voice an opinion during council meetings. Through their increased magical prowess, conjurers typically live for many centuries and are allowed a subordinate role in leading the colony. Gremlins rarely become conjurers before aging one hundred years.

 

Information

Advances from: Gremlin Adept
Advances to: Gremlin Sorcerer
Cost: 48
HP: 50
Moves: 5
XP: 134
Level: 3
Alignment: neutral
Id: strn_gremlin_conjurer
Abilities: teleport, leadership

Attacks (damage × count)

(image)wand(impact attack) impact6 × 3(melee attack) melee
(image)force shove(impact attack) impact10 × 5(ranged attack) ranged(magical)
(image)temporal rift(arcane attack) arcane13 × 4(ranged attack) ranged(magical)
(image)spatial fissure(pierce attack) pierce54 × 1(ranged attack) ranged(magical)

Resistances

(icon) blade10% (icon) pierce10%
(icon) impact10% (icon) fire10%
(icon) cold10% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle170%
(icon) Cave140%
(icon) Coastal Reef240%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat150%
(icon) Forest260%
(icon) Frozen140%
(icon) Fungus260%
(icon) Hills260%
(icon) Mountains370%
(icon) Sand150%
(icon) Shallow Water340%
(icon) Swamp340%
(icon) Unwalkable0%
(icon) Village170%
Last updated on Thu Nov 7 03:18:50 2024.