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 2d10 + 3

Melee, Strike, Weapon Signature Action
Melee 1 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 2d10 + 3

Melee, Strike, Weapon Action
Melee 1 1 creature
≤11: 11 damage 12—16: 17 damage 17+: 21 damage
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
Self Self
Effect:

The magistrate becomes hidden, even if they are being observed.

Devilish Charm (2 Malice)

Magic Triggered Action
Ranged 5 Triggering creature
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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  1. Devil Malice


    1. Bureaucratic Tape

      3 Malice
      1. A devil acting on this turn uses a signature action against an adjacent creature. If they roll a tier-3 result, the target has a double bane on strikes (save ends).

    2. Underhanded Tactics

      5 Malice
      1. Each devil in the encounter can teleport to a space adjacent to another non-hidden creature in the encounter and make a free strike.

    3. Read the Small Print

      7 Malice
      1. Each enemy in the encounter is subject to a bad deal proposed by the devils. An enemy must choose between damage weakness 5 or having a bane on power rolls. The bad deal lasts until the end of the encounter.

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