When a Mega-gargant steps in the sea on one shore in Ghyran, the ripples reach us as a raging tsunami on another, ridden by the Ikon of the Sea. But there are yet more delights to dredge from the deepest depths of oceans of the Realm of Life, and the good ship Warhammer Community has been working tirelessly to reel in our latest reveal – Mathaela, Oracle of the Abyss.

The Temple Of Sarr Danoi lies at the crushing nadir of the Maithnar Sea, the resting place of the Ocarian Lantern. Mathaela is the chief priest, a seer who divines the future by reading the churning currents of the ocean. In the wake of the Vermindoom they foresaw great tragedy befalling the chorrileum – great soul-reefs which house the souls of the Idoneth dead – and they now emerge from the depths to defend these precious reefs from dark forces.

Spending so long in the depths has given them a great affinity with the aquatic horrors that live there – not many other people to talk to – and their Siren Song of the Abyss rouses these pelagic pals to action, adding 1 to the Attacks characteristic of friendly nearby companion weapons. As a wizard Mathaela has access to the Lore of the Deeps, and their own spell which crushes the life out of opponents – the bigger the foe the more damage it’s likely to do.
They can also use the Lore of the Abyss to summon the Incarnate of the Deep – a manifestation of the realmsea’s extraordinary power who visit violence upon the foes of the Idoneth.

Summoning such a creature is no mean feat even for Mathaela, as the Incarnate puts great strain on the soul, absorbing part of its essence to come into being – the risk a mark of the desperate times the Idoneth Deepkin find themselves in.
This leviathan entity can turn its roiling liquid form into a crushing maw and scything waves that can hit for a hefty 3 Damage. It is especially effective at tearing down edifices with Anti-Faction Terrain (+1 Rend). After it is summoned, it can use the Grasping Tendrils ability to summon a pair of Abyssal Tendrils, or dissipate one that has served its purpose elsewhere.

Grasping Tendrils
Any Hero Phase
The Incarnate reaches out across the ethersea to conjure tendrils of freezing, coiling water.
Effect: Roll a dice. Add 1 to the roll if it is your turn. On a 4+:
• You can remove 1 friendly Abyssal Tendril from the battlefield.
• If there are fewer than 2 friendly Abyssal Tendrils on the battlefield, you can set up an Abyssal Tendril wholly within 9" of this MANIFESTATION.
Unable to move, these serpentine tendrils lash out at foes, wrapping them in a freezing grasp. Their Watery Clutch isn’t just a frivolous splash, embracing enemies and preventing them from using commands while ensnared. This Manifestation also finds it much easier to hit enemies in its grasp – not bad when all three parts are hammering away at a unit like the ceaseless tide.

Freezing Grasp (Melee Weapon)
Attacks: 4
Hit: 4+
Wound: 2+
Rend: 1
Damage: D3
Watery Clutch
Once Per Turn (Army), Any Combat Phase
Just as an ocean current seizes a helpless creature and drags it down to its doom, so too do the Incarnate’s tendrils ensnare and drown their victims.
Declare: Pick an enemy unit in combat with this MANIFESTATION to be the target.
Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, the target is ensnared for the rest of the turn. A unit cannot use commands while it is ensnared.
The tide is coming in, soon to wash up the Battletome, Spearhead, new heroes and Manifestation. Keep a watchful eye on Warhammer Community to find out when you can pre-order it all.