Solo or Elite power

Rechan

Adventurer
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).
 

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It's essentially a repeatable mirror image? The one thing I don't understand - narrative wise - is why the creature's invisibility lasts while a mirror image is adjacent to one of the PCs?

There should be some way for PCs to see thru the illusion besides popping doubles, like a very hard Insight check or something.

Fighting this enemy would be trivially easy for a controller who can create an auto damage zone...unless it appears with other non-minion monsters.
 

The one thing I don't understand - narrative wise - is why the creature's invisibility lasts while a mirror image is adjacent to one of the PCs?
You mean aside from it being magic? :)

I had originally put this on a brutish tricky fey creature, but I could easily see it working on a shadow creature. The point is that you're not sure of whether you're facing the "real" version. If you're next to one of the doubles, then you "think" you're facing the real one because you can't see the real one. Really the best way to see see through the illusion is to step away.

I mean I guess a large Insight check would do.
 

You mean aside from it being magic? :)

I had originally put this on a brutish tricky fey creature, but I could easily see it working on a shadow creature. The point is that you're not sure of whether you're facing the "real" version. If you're next to one of the doubles, then you "think" you're facing the real one because you can't see the real one. Really the best way to see see through the illusion is to step away.

I mean I guess a large Insight check would do.

Well I asked because stepping away to see thru the illusion is counter-intuitive...You might want to provide the players with some clue that this is the best way to see thru the illusion.

Oh are you saying it's possible for the monster to become visible to just one PC but not the others? Sounds cool, if a bit tricky to run with minis.
 

Oh are you saying it's possible for the monster to become visible to just one PC but not the others? Sounds cool, if a bit tricky to run with minis.
If the fighter is adjacent to a double, but the ranger is not, then the original monster is invisible to the fighter, but the ranger can see him. As soon as the fighter slays the double, he can see the monster.
 

I like the idea but as Quickleaf said it would be pretty easy to take down with an area controller. Right now it seems like an elite would have something of this level. For a Solo, I would work it this way:

Illusionary Doubles- Standard Action
The creature seems to disappear as it is removed from play and four doubles of the creature appear withing 10 squares of it. The doubles take turns on 40, 30, 20, 10 or whatever you want and they have an aura that when they are adjacent to a target, the target cannon see anyone else. The real creature can use one of it's non-basic attacks once per turn until all the doubles are gone and it teleports in it's previous square.

The PCs could use an Insight or Arcane check to vanquish one of the doubles.

The aura would be fun to have since it would give an eerie feeling of like *wtf is going on here, wasn't everyone just overthere a second ago.

What do ya think?
 

Seems like an interesting lurker monster.

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.

I hope the creature in question has a good Stealth check. If even one PC spots it, they can easily impart targeting information to other PCs. Alternatively, let the lurker switch positions with its illusory minions.

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).

I agree, it doesn't really need to knock targets prone. If this creature is paragon level though, it could have combat advantage (perhaps on top of a basic attack, rather than all attacks) in addition to the invisible-only power, which means if it knocks someone prone it could do extra damage anyway.
 

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