Gargoyle

Gargoyles are Tokens that are prepared to fight and die for their master, and do so on the grounds of honor, respect, and reverence. Gargoyles can only be males.

Basic Passive - Runic Energy - The Gargoyle will find Ancient Runes periodically. In combat, each turn, the Gargoyle rolls 1d20. For each value above 16 the Gargoyle rolls, he gains that many Ancient Runes. For each Rune in the Gargoyle's possession, he has +1 Spell Resist. The Gargoyle can spend these Runes instead of Mana, at a rate of 3 Mana per Ancient Rune. The Gargoyle can also fly.

Ultimate Ability - Stone Crusher - Upon use, the Gargoyle begins to slam his fists into the ground. Each turn, the Gargoyle rolls 1d4. He slams his fists into the ground that many times, each time, moving enemies within 15m 3m closer for each slam, then dealing 1d8 damage to each enemy within 5m for each slam. Enemies within 1m of the Gargoyle are stunned. Consumes 2 Runic Energy each turn used.

Basic Spell - Fissure - 4 AP - 5 MP - The Gargoyle slams the ground, sending a fissure out 15m in target direction. The Fissure is 5m wide around the center, and will Stun enemies hit and deal 1d6 damage to those enemies. This leaves a Ravine behind, which costs 10 AP to move accross for enemies. If Overcast, enemies cannot cross the Ravine instead, and enemies hit take 1d12 damage instead. Enemies hit are moved to a side of your choice. OC: 15.

Basic Spell - Pact of Stone - 3 AP - 3 MP - The Gargoyle makes a pact of stone with target unit. Both the Gargoyle and that unit cannot move for as long as the pact remains. All damage to pacted units deals -5 Damage, unless it is dealt by another pacted unit. Units can break the Pact by getting a Critical Hit or Overcasting a spell. Overcast also stuns your target this turn. The Gargoyle can end the pact at the end of one of his turns.

Basic Spell - Earthquake - 8 AP - 20 MP - The Gargoyle slams into the ground, causing massive, widespread earthquakes. The entire battlefield is affected, dealing 1d20 damage to each enemy unit. Overcast will also stun each enemy hit, and all Fissures on the battlefield will erupt with Magma, dealing an additional 1d20 damage to each enemy within 5m of those fissures.