I was kicking around this series of powers for an elite or solo. However, I wanted to get some feedback. Some things are not set in stone yet.
Illusionary Doubles
Action (Standard or Move?) Recharges when no doubles are in play.
Effect: The creature teleports 3 squares and is invisible until the end of its next turn. Four illusionary doubles are summoned within an area 1 centered on the square the creature left. When a double is adjacent to an enemy, the creature is invisible to that enemy. Doubles have a movement of 5, 1 HP, and the creature's defenses. They take up a space, do not grant flanking, and can be moved during the creature's move action.
The creature would then have some sort of effect that they gain when a target cannot see them. Larger damage dice most likely. My original idea was that the creature can knock prone any enemy that cannot see it, and a prone target takes more damage, but that would likely result in few changes to do that extra damage (it's two steps, rather than one).
Illusionary Doubles
Action (Standard or Move?) Recharges when no doubles are in play.
Effect: The creature teleports 3 squares and is invisible until the end of its next turn. Four illusionary doubles are summoned within an area 1 centered on the square the creature left. When a double is adjacent to an enemy, the creature is invisible to that enemy. Doubles have a movement of 5, 1 HP, and the creature's defenses. They take up a space, do not grant flanking, and can be moved during the creature's move action.
The creature would then have some sort of effect that they gain when a target cannot see them. Larger damage dice most likely. My original idea was that the creature can knock prone any enemy that cannot see it, and a prone target takes more damage, but that would likely result in few changes to do that extra damage (it's two steps, rather than one).