Polar Aqualotl
From Heroes of Might and Magic: Olden Era Official Wiki
This article describes content that has been removed from the game.
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Polar Aqualotl
Water brings life, but it can just as easily take it away. Cold, cruel and unyielding, a single shard of ice can spell the doom of a nation.
To a polar aqualotl, only those who survive the winter deserve to endure.
Health |
35 |
Tier: |
4
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Attack |
13 |
Faction |
Sylvan
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Defense |
9 |
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Ranged Attack
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Damage |
14–16 |
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Blink
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Speed |
5 |
 |
510
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Initiative |
7 |
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—
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Morale |
0 |
XP |
56
|
Luck |
0 |
SquadValue |
565
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Blink — Instead of normal movement, teleports ignoring obstacles and traps.
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Embodiment — A spirit, soul, or other intangible power that coalesced into material form.
Morale range: –3 to -3.
Luck range: –3 to -3.
Fallen Embodiments do NOT count towards the power of Necromancy reanimation after battle.
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Ranged Attack — Can attack enemies at any range. Is replaced with a Melee Attack if an enemy is adjacent. –50% Melee Damage.
If the target is 3+ hexes away, deals –10% Damage per hex (up to –50%).
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Embodiment of Water — This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.
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Icy Veins — Prevents the target from restoring HP by any means until the end of the round.
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Awaken: Water II — Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Allows the use of other abilities. Once per battle.
Does not end the turn.
Ability tier: 6 | Ability cost: 3
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Whirlpool — Confuses the target. While Confused, their Speed and Initiative reduce by 2.
Duration: 3 round(s).
Can only be used after “Awaken”.
Ability tier: 3 | Ability cost: 2
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