sayter
06-05-2006, 08:58 AM
HP:38
Armor: 0
Block: 40%
Movement: 3
Recovery: 1(3 for special)
Power:16
Ithrodil are terrible nightmare beasts, reeking of gore and feces. They lurk in shadows, leaping from them to eviscerate targets and absorb their lifeforce into their putrid bodies. They are hunched, bipedal creatures whos arms end in strange shadowy tentacles. Legends speak of these terrible beasts causing their victims to gag and vomit from their wrteched smell, forcing them to their knees so that an Ithrodil can suck the life out of them without worry of counterattack.
Passive Ability: Horrible Stench
Melee units have extreme difficulty in harming an Ithrodil. It reeks of decay and sewage so strong that even the most resilient are hard pressed to not break down into fits of wretching and vomiting in its' presence. Any unit that hits/attempts to hit an ithrodil in close combat must pass an immediate save using their ordinary block value or be stunned for 1 turn, as they are splashed with viscera and other nastiness from the beast.
Attack:
(X=blank, O=unit, A=attack square)
XXXXX
XXAXX
XAOAX
XXAXX
XXXXX
The Ithrodil attacks adjacent tiles similar to a knight. However, it posseses only 16 power. They attack using tentacles made of pure black shadow, which lash at the target. This attack is blockable, but if it hits, the Ithrodil regains 3 HP.
Special: Gore Heave
(Replacing previous ability : Shadow Shift)
The Ithrodil has another nasty ability, one that any sane man fears. It can puke a nasty ichor outward, which spreads across several tiles. This is a Focus attack.
When an Ithrodil heaves up its' rancorous bile, it spews it outward in the direction it is facing. The bile travels 4 tiles forward, landing on the ground, at which point it grows into a mass of evil filth. Initally it takes 1 tile up, but spreads to adjecent tiles in the following turn (pyro radius), and further in the 3rd turn (wisp radius).
Any units within this radius, or passing through it, have their attack hindered (20% damage reduction) as long as the Ithrodil remains in Focus. As soon as the creature moves or is hit, the Focus breaks and the bile fades from existence.
This attack WILL affect friendly units as well, and it cannot be manually aimed. It automatically fires 4 tiles forward (although the Ithrodil can be faced before the attack so it at least goes in a direction you wish it to). It cannot directly strike a unit, and always lands on the ground tile underneath them. The Bile cannot be killed by standard attacks.
Against focus units (frost golem, enchantress, wisp, barrier ward, et al.) , the victim is disrupted.
The cleric heals at half efficiency under the effect of the bile, and Furgons are unable to place bushes over top of bile. Likewise, bile devours bushes if it makes contact with them.
Strategic Value:
Rush: Likely unsuited to most rushes, the Ithrodil could still provide useful capability to one in some special cases. It would be able to heave its puke into an enemy turtle, reducing the attack of any unit within until it had its focus broken. Its standard attack could also be useful paired with its passive ability, acting as a distraction for the enemy, delaying anyone that does hit it, and regaining small amounts of health with each tentacle hit.
Anti: Against a rush, the Ithrodil would be quite a useful unit. By using its' bile, it could effectively hinder the incoming assault and cause enemy units to be temporarily delayed by stepping into the way of potential mage and melee attacks.
Turtle: Here is where the Ithrodil really shines. By puking outside of a turtle, it would be able to create an anti-attack wall, and any enemy units passing through it would need to hit the Ithrodil or be hindered for the length of their attempted assault. Furthermore, units entering into the turtle form would need to deal with its' delaying capabilities if the Ithrodil was hit by them and were stuck within the radius of its passive effect. Paired with a Furgon and a wisp, the Ithrodil would be a brutal unit to deal with despite its' lack of defense.
Armor: 0
Block: 40%
Movement: 3
Recovery: 1(3 for special)
Power:16
Ithrodil are terrible nightmare beasts, reeking of gore and feces. They lurk in shadows, leaping from them to eviscerate targets and absorb their lifeforce into their putrid bodies. They are hunched, bipedal creatures whos arms end in strange shadowy tentacles. Legends speak of these terrible beasts causing their victims to gag and vomit from their wrteched smell, forcing them to their knees so that an Ithrodil can suck the life out of them without worry of counterattack.
Passive Ability: Horrible Stench
Melee units have extreme difficulty in harming an Ithrodil. It reeks of decay and sewage so strong that even the most resilient are hard pressed to not break down into fits of wretching and vomiting in its' presence. Any unit that hits/attempts to hit an ithrodil in close combat must pass an immediate save using their ordinary block value or be stunned for 1 turn, as they are splashed with viscera and other nastiness from the beast.
Attack:
(X=blank, O=unit, A=attack square)
XXXXX
XXAXX
XAOAX
XXAXX
XXXXX
The Ithrodil attacks adjacent tiles similar to a knight. However, it posseses only 16 power. They attack using tentacles made of pure black shadow, which lash at the target. This attack is blockable, but if it hits, the Ithrodil regains 3 HP.
Special: Gore Heave
(Replacing previous ability : Shadow Shift)
The Ithrodil has another nasty ability, one that any sane man fears. It can puke a nasty ichor outward, which spreads across several tiles. This is a Focus attack.
When an Ithrodil heaves up its' rancorous bile, it spews it outward in the direction it is facing. The bile travels 4 tiles forward, landing on the ground, at which point it grows into a mass of evil filth. Initally it takes 1 tile up, but spreads to adjecent tiles in the following turn (pyro radius), and further in the 3rd turn (wisp radius).
Any units within this radius, or passing through it, have their attack hindered (20% damage reduction) as long as the Ithrodil remains in Focus. As soon as the creature moves or is hit, the Focus breaks and the bile fades from existence.
This attack WILL affect friendly units as well, and it cannot be manually aimed. It automatically fires 4 tiles forward (although the Ithrodil can be faced before the attack so it at least goes in a direction you wish it to). It cannot directly strike a unit, and always lands on the ground tile underneath them. The Bile cannot be killed by standard attacks.
Against focus units (frost golem, enchantress, wisp, barrier ward, et al.) , the victim is disrupted.
The cleric heals at half efficiency under the effect of the bile, and Furgons are unable to place bushes over top of bile. Likewise, bile devours bushes if it makes contact with them.
Strategic Value:
Rush: Likely unsuited to most rushes, the Ithrodil could still provide useful capability to one in some special cases. It would be able to heave its puke into an enemy turtle, reducing the attack of any unit within until it had its focus broken. Its standard attack could also be useful paired with its passive ability, acting as a distraction for the enemy, delaying anyone that does hit it, and regaining small amounts of health with each tentacle hit.
Anti: Against a rush, the Ithrodil would be quite a useful unit. By using its' bile, it could effectively hinder the incoming assault and cause enemy units to be temporarily delayed by stepping into the way of potential mage and melee attacks.
Turtle: Here is where the Ithrodil really shines. By puking outside of a turtle, it would be able to create an anti-attack wall, and any enemy units passing through it would need to hit the Ithrodil or be hindered for the length of their attempted assault. Furthermore, units entering into the turtle form would need to deal with its' delaying capabilities if the Ithrodil was hit by them and were stuck within the radius of its passive effect. Paired with a Furgon and a wisp, the Ithrodil would be a brutal unit to deal with despite its' lack of defense.