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Devil Jurist


Monster

Devil Jurist

Devil, Infernal
Level 5
Elite Artillery
EV 28
1MSize
6Speed
120Stamina
0Stability
7Free Strike
ImmunityFire 5
Weakness
MovementFly
M+0Might
A+2Agility
R+1Reason
I+1Intuition
P+3Presence
*

Hellfire

Fire damage dealt by the jurist ignores damage immunity.

l

Fire and Brimstone

Signature
KeywordsMagicRangedStrike
DistanceRanged 12
TargetTwo creatures or objects
Power Roll+ 3
!10 fire damage
@15 fire damage; A < 2 burning (save ends)
#18 fire damage; A < 3 burning (save ends)
Effect

A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.

1+ MaliceThe jurist can target one additional creature or object for each Malice spent.
l

Dismissal with Prejudice

KeywordsAreaMagic
Distance2 burst
TargetEach enemy in the area
Power Roll+ 3
!6 damage; slide 1
@10 damage; slide 3
#12 damage; slide 5
Effect

If the target has M < 2, the forced distance movement gains a +3 bonus.

f

Ashes to Ashes

KeywordsMagicRanged
ActionManeuver
DistanceRanged 12
TargetOne creature
Effect

If the target is burning (see Fire and Brimstone), they take 6 fire damage.

)

Devilish Charm

KeywordsMagicRanged
DistanceRanged 5
TargetThe triggering creature
!The jurist chooses a new target for the strike.
@The jurist halves the triggering damage.
#The target takes a bane on the strike.
Trigger

A creature targets the jurist with a strike.

Effect

The target makes a Presence test.

*

True Name

If a creature within 10 squares speaks the jurist's true name, the jurist loses their fire immunity, any nondamaging effects of their signature ability, and their Devilish Charm 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