Devil Legate

Level 5 Troop Defender
Devil, Infernal EV 28
Stamina 160 Immunity Fire 5
Speed 6 Size 1M / Stability 2
Free Strike 6

Might

3

Agility

1

Reason

0

Intuition

1

Presence

2

Infernal Pike 2d10 + 3

Melee, Strike, Weapon Signature Action
Melee 2 2 creatures or objects
≤11: 9 damage 12—16: 14 damage;
A<2 slowed (save ends)
17+: 17 damage;
A<3 slowed (save ends)
Effect:

If the targets are adjacent to each other, this ability deals an additional 3 damage.

Writ of Execution 2d10 + 3

Charge, Melee, Strike, Weapon Action
Melee 2 1 creature or object
≤11: 6 damage;
M<1 prone
12—16: 11 damage;
M<2 prone can’t stand (save ends)
17+: 14 damage;
M<3 prone can’t stand (save ends)
Effect:

If the legate charges while using this ability, they ignore difficult terrain and target each creature and object they move through with the power roll (but not its additional effects).

Law and Order

Maneuver
Melee 1 1 creature
Effect:

The target is taunted by the legate (save ends). The legate can only have one creature taunted at a time.

Devilish Charm (2 Malice)

Magic Triggered Action
Ranged 5 Triggering creature
A creature targets the legate with a strike.
Effect:

The target makes a Presence test.

≤11: The legate chooses a new target for the strike 12—16: The legate halves the incoming damage 17+: The target is dazed (EoT)

Hellish Bailiff

The legate has damage immunity 3 while in one of the nine Hells or within 10 squares of a non-minion devil that is a higher level than them.

True Name

If a creature within 10 squares of the legate speaks the legate’s true name aloud, the legate 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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