Devil Magistrate
Level 6 Troop HarrierMight
1Agility
3Reason
0Intuition
1Presence
2Edge of the Law 2d10 + 3
R<3 dazed (save ends)
The magistrate can shift up to 3 squares before or after using this ability, or between targets.
Verdict 2d10 + 3
This ability has a double edge if the magistrate was hidden before using this ability and deals an additional 5 damage if the target is dazed.
Justice Turns Its Gaze
The magistrate becomes hidden, even if they are being observed.
Devilish Charm (2 Malice)
The target makes a Presence test.
Leading
If the magistrate moves away from an enemy who is adjacent to one of the magistrate’s allies, the movement is considered shifting.
True Name
If a creature within 10 squares of the magistrate speaks the magistrate’s true name aloud, the magistrate loses their immunities, the additional effects on their signature action, and their Devilish Charm ability.