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Devil Clerk


Monster

Devil Clerk

Devil, Infernal
Level 5
Minion Brute
EV 7 for four minions
1MSize
6Speed
10Stamina
0Stability
3Free Strike
ImmunityFire 5
Weakness
Movement
With Captain+2 damage bonus to strikes
M+3Might
A+0Agility
R+1Reason
I+1Intuition
P+2Presence
l

Quill Pushing

Signature
KeywordsMeleeStrikeWeapon
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!3 damage; push 1
@6 damage; push 2
#7 damage; push 3
Effect

Any target adjacent to two or more clerks is taunted until the end of their next turn.

*

True Name

If a creature within 10 squares speaks the clerk's true name, the clerk loses their fire immunity and any nondamaging effects of their signature ability until the end of the encounter.

*Malice Features

At the start of any devil's turn, you can spend Malice to activate one of the following features. Devil Malice

*

Bureaucratic Tape

One devil acting this turn uses a signature ability against an adjacent creature. On a tier 3 outcome, the target of the ability has a double bane on strikes (save ends).

*

Read the Small Print

Each enemy in the encounter is subject to a bad deal proposed by the devils. An enemy must choose between having damage weakness 5 or taking a bane on power rolls. The bad deal lasts until the end of the encounter.

Source: Draw Steel: Monsters · printing 1.01