Lich Malice¶
Malice Features
Lich Malice
At the start of a lich's turn, you can spend Malice to activate one of the following features.
Soul Sip
3 Malice
The lich makes a free strike against one enemy within 20 squares. They then gain an edge on their next power roll.
Solo Action
5 Malice
The lich takes an additional main action on their turn. They can use this feature even if they are dazed.
Spirit Shell
5 Malice
The lich summons a swirling cloud of angry spirits to surround them until the start of the next round. Any creature who deals damage to the lich with a melee strike while the spirit shell is active makes a Presence test.
Cloud of Deceit
7 Malice
The lich summons a mind-altering mist, turns invisible until the start of their next turn, and moves up to half their speed. Each enemy within 20 squares of the lich's starting point who has I < 4 is deceived. While deceived, a creature perceives all allies and enemies as the lich, and perceives the environment as an unfamiliar wasteland corrupted by necrotic blight. If other creatures attempt to communicate with a deceived creature, that creature interprets their words as ghastly taunts in the lich's voice.
This effect lasts until an affected creature takes damage or an ally uses a main action to shake them out of it. Each time this feature is used during an encounter, the distance of the effect decreases by 5 squares (to a minimum of 5 squares) and the potency increases by 1.
Source: Draw Steel: Monsters ·
printing 1.01