Lightbender

Level 3 Troop Ambusher
Beast, Lightbender EV 20
Stamina 100
Speed 10 Size 2 / Stability 1
Free Strike 6

Might

2

Agility

1

Reason

-3

Intuition

1

Presence

-1

Flash Swipe (Action) ♦ 2d10 + 2 ♦ Signature

Keywords Melee, Strike, Weapon
Distance Melee 2 Target 1 creature or object
≤11: 9 damage 12—16: 14 damage 17+: 18 damage
Effect: The lightbender deals an additional 4 damage if they have an edge.

Piercing Tails (Action) ♦ 2d10 + 2 ♦ Signature

Keywords Melee, Strike, Weapon
Distance Melee 2 Target 2 creatures or objects
≤11: 8 damage 12—16: 12 damage; M<1 bleeding (save ends) 17+: 15 damage; M<2 bleeding (save ends)
Effect: A creature who is bleeding from this ability has a bane on tests to search for the lightbender until the condition ends.

Hypnotic Mane (Maneuver) ♦ 2d10 + 2 ♦ 5 VP

Keywords Area, Magic
Distance 3 burst Target All enemies in the burst
≤11: I<0 dazed (save ends) 12—16: I<1 dazed (save ends) 17+: I<2 dazed (save ends)
Effect: Targets dazed by this ability have a speed of 0 while dazed. If a dazed target takes damage or if someone else spends an action to shake the creature out of their stupor, the condition ends.

Stalker’s Afterimage (Triggered Action)

Keywords Magic
Trigger: The lightbender takes damage from a strike.
Effect: The lightbender halves the damage, doesn’t suffer any effect associated with it, and teleports 5 squares. The lightbender immediately hides if they teleport into cover or concealment.

Avoidance

The lightbender always treats a save ends effect as an EoT effect.

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