Lightbender

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Lightbender token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Lightbender

Level 3 Elite Ambusher
Beast, Lightbender EV 20
  1. 2 Size
  2. 10 Speed
  3. 100 Stamina
  4. 1 Stability
  5. 6 Free Strike
Immunity Weakness
Movement
  1. Might

    2
  2. Agility

    1
  3. Reason

    -3
  4. Intuition

    1
  5. Presence

    -1
  1. Flash Swipe 2d10 + 2 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 2 x One creature or object
    ! 9 damage @ 14 damage # 18 damage
    Effect:

    If this ability gains an edge or has a double edge, it deals an extra 4 damage.

  2. Piercing Tails 2d10 + 2

    Melee, Strike, Weapon Main Action
    o Melee 2 x One creature or object
    ! 8 damage @ 12 damage; M < 1 bleeding (save ends) # 15 damage; M < 2 bleeding (save ends)
    Effect:

    While bleeding this way, the target takes a bane on tests to search for the lightbender while they are hidden.

  3. Hypnotic Mane 2d10 + 2 5 Malice

    Area, Magic Maneuver
    o 3 burst x Each enemy in the area
    ! I < 0 dazed (save ends) @ I < 1 dazed (save ends) # I < 2 dazed (save ends)
    Effect:

    While dazed this way, a target has speed 0. If a target takes damage, or if someone else uses a main action to shake the target out of their stupor, the dazed condition ends.

  4. Stalker’s Afterimage

    Magic Triggered Action
    o Self x Self
    The lightbender takes damage from a strike.
    Effect:

    The lightbender halves the damage, ignores any nondamaging effects associated with it, and can teleport up to 5 squares. If they teleport into concealment or cover, the lightbender can immediately attempt to hide as a free maneuver.

  5. Avoidance

    Any effect on the lightbender that would be ended by a saving throw instead ends automatically at the end of their next turn.

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Lightbenders Malice


  1. Silent Prowl 3 Malice

    1. 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.

  2. Duplicate 5 Malice

    1. 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.

  3. Everything The Light Touches 7 Malice

    1. 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.

    2. ! 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

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