Devil Jurist

Level 5 Troop Artillery
Devil, Infernal EV 28
Stamina 120 Immunity Fire 5
Speed 6 (fly) Size 1M / Stability 0
Free Strike 7

Might

0

Agility

2

Reason

1

Intuition

1

Presence

3

Fire and Brimstone 2d10 + 3

Magic, Ranged, Strike Signature Action
Ranged 12 2 creatures or objects
≤11: 10 fire damage 12—16: 15 fire damage;
A<2 burning (save ends)
17+: 18 fire damage;
A<3 burning (save ends)
Effect:

A burning creature or object takes 1d6 fire damage at the start of each of their turns until the condition ends.

1+ Malice:

The jurist can target one additional creature or object for each malice spent.

Dismissal with Prejudice 2d10 + 3

Area, Magic Action
2 burst Each enemy in the burst
≤11: 6 damage;
slide 1
12—16: 10 damage;
slide 3
17+: 12 damage;
slide 5
Effect:

M<2 the target slides an additional 3 squares.

Ashes to Ashes

Magic Maneuver
Ranged 12 1 burning creature
Effect:

The target takes 6 fire damage.

Devilish Charm (2 Malice)

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

The target makes a Presence test.

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

Hellfire

Fire damage dealt by the jurist ignores immunity.

True Name

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