Devil Adjudicator

Level 6 Troop Controller
Devil, Infernal EV 32
Stamina 140 Immunity Fire 5
Speed 6 (fly) Size 1M / Stability 1
Free Strike 7

Might

0

Agility

1

Reason

2

Intuition

1

Presence

3

Infernal Injunction 2d10 + 3

Magic, Ranged, Strike Signature Action
Ranged 10 2 creatures or objects
≤11: 10 fire damage;
I<1 frightened (save ends)
12—16: 15 fire damage;
I<2 frightened (save ends)
17+: 18 fire damage;
I<3 frightened (save ends)
Effect:

The adjudicator can slide a target frightened by this ability 2 squares.

Adjudicator’s Interdiction

Magic Action
Ranged 10 1 creature
Effect:

The target makes a Presence test.

≤11: Slowed, bane on power rolls, can’t regain Stamina (save ends) 12—16: Slowed, bane on power rolls (save ends) 17+: Slowed (save ends)

Quid Pro Quo

Magic Maneuver
Ranged 10 1 ally or 1 frightened creature
Effect:

The adjudicator switches places with the target.

Devilish Charm (2 Malice)

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

The target makes a Presence test.

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

Vexatious Litigation

A creature has -2 on saving throws while within 10 of the adjudicator if their Presence score is lower than the adjudicator’s.

True Name

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