Devil Magistrate

Level 6 Troop Harrier
Devil, Infernal EV 32
Stamina 160 Immunity Fire 5
Speed 7 Size 1M / Stability 0
Free Strike 7

Might

1

Agility

3

Reason

0

Intuition

1

Presence

2

Edge of the Law (Action) ♦ 2d10 + 3 ♦ Signature

Keywords Melee, Strike, Weapon
Distance Melee 1 Target 2 creatures or objects
≤11: 10 damage 12—16: 15 damage 17+: 18 damage; R<3 dazed (save ends)
Effect: The magistrate can shift up to 3 squares before or after using this ability, or between targets.

Verdict (Action) ♦ 2d10 + 3 ♦ Signature

Keywords Melee, Strike, Weapon
Distance Melee 1 Target 1 creature
Effect: 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 (Maneuver)

Keywords
Distance Self Target Self
Effect: The magistrate becomes hidden, even if they are being observed.

Devilish Charm (Triggered Action) ♦ 2 VP

Keywords Magic
Distance Ranged 5 Target Triggering creature
Trigger: A creature targets the magistrate with a strike.
Effect: The target makes a Presence test. ✸ ≤11 The magistrate chooses a new target for the strike ★ 12–16 The magistrate halves the incoming damage ✦ 17 The target is dazed (EoT)

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.

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