Lightbender Malice¶
Malice Features
Lightbender Malice
At the start of any lightbender's turn, you can spend Malice to activate one of the following features.
Silent Prowl
3 Malice
Each lightbender acting this turn can teleport up to their speed as a move action and attempt to hide as a free maneuver, all until the start of their next turn.
Duplicate
5 Malice
Each lightbender acting this turn can create a duplicate lightbender in an unoccupied space adjacent to them. The duplicate is indistinguishable from the lightbender except by supernatural means, has 1 Stamina, and has the lightbender's speed. A duplicate acts on the lightbender's turn but can take only move actions. Once per round before or after using an ability, a lightbender can trade places with any lightbender duplicate.
Everything the Light Touches
7 Malice
Each lightbender in the encounter shines radiantly, distorting the senses of any enemy within 5 squares of them. Each affected enemy makes a Reason test.
!The target doesn't have line of effect to any lightbender (save ends).
@The target doesn't have line of effect to any lightbender (EoT).
#No effect.
Source: Draw Steel: Monsters ·
printing 1.01