Archdevil
Level 6 LeaderMight
1Agility
3Reason
2Intuition
1Presence
4Infernal Decree (Action) ♦ 2d10 + 4 ♦ Signature
P<2 the target can’t hide (save ends) 12—16: 15 damage;
P<3 the target can’t hide (save ends) 17+: 19 damage;
P<4 the target can’t hide (save ends)
Each devil has an edge to strike a target that can’t hide.
Compel the Jury (Maneuver) ♦ 2d10 + 4
Until the condition ends, a charmed creature considers the archdevil an ally, and the archdevil can spend 1 malice on their turn to force move a charmed creature up to 3 squares.
Devilish Suggestion (Triggered Action) ♦ 2 Malice VP
The target makes a Presence test.
End Effect
At the end of their turn, the archdevil can take 10 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
True Name
If a creature within 10 squares of the archdevil speaks the archdevil’s true name aloud, the archdevil loses their immunities, the additional effects on their signature attack, and their Devilish Suggestion triggered action.
Welcome, Friends (Villain Action 1)
Each target makes a Presence test.
charmed (save ends) 12—16: 12 psychic damage;
charmed (save ends) 17+: 7 psychic damage
Heed My Commands! (Villain Action 2)
Each target makes a Presence test.
charmed (save ends) 12—16: 12 psychic damage;
charmed (save ends) 17+: 7 psychic damage
Deceptive Stratagem (Villain Action 3)
The archdevil swaps places with the target. Then, each ally and charmed creature within 12 of the archdevil make a free strike against a target of the archdevil’s choice.