Devil Jurist¶
Devil Jurist
Hellfire
Fire damage dealt by the jurist ignores damage immunity.
Fire and Brimstone
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.
Dismissal with Prejudice
If the target has M < 2, the forced distance movement gains a +3 bonus.
Ashes to Ashes
If the target is burning (see Fire and Brimstone), they take 6 fire damage.
Devilish Charm
A creature targets the jurist with a strike.
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).
Underhanded Tactics
One or two devils can teleport to a space adjacent to one or more creatures who aren't hidden and make a free strike. For each 2 additional Malice spent on this feature, one additional devil can teleport.
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.