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Devil Magistrate
Devil, Infernal - Level 6 Elite Harrier EV 32
1M
Size
7
Speed
160
Stamina
0
Stability
7
Free Strike
Fire 5
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+1
Might
+3
Agility
+0
Reason
+1
Intuition
+2
Presence

🗡 Edge of the Law (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 10 damage
  • 12-16: 15 damage
  • 17+: 18 fire damage; R < 3 dazed (save ends)

Effect: The magistrate shifts up to 3 squares before or after using this ability, or between each strike.

🗡 Verdict

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature

Power Roll + 3

  • ≤11: 11 damage
  • 12-16: 17 damage
  • 17+: 21 damage

Effect: This ability has a double edge if the magistrate was hidden from the target, and deals an extra 5 damage if the target is dazed.

👤 Justice Turns Its Gaze

- Maneuver
📏 Self 🎯 Self

Effect: The magistrate turns invisible until the start of their next turn, and can attempt to hide as a free maneuver before the end of the current turn.

❗️ Devilish Charm (2 Malice)

Magic, Ranged Triggered action
📏 Ranged 5 🎯 The triggering creature

Trigger: 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 triggering damage.
  • 17+: The target takes a bane on the strike.

⭐️ Leading

Whenever the magistrate moves away from an enemy who is adjacent to one of the magistrate's allies, they can shift instead.

⭐️ True Name

If a creature within 10 squares speaks the magistrate's true name, the magistrate loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.