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Devil Magistrate


Devil, Infernal

Devil Magistrate

Level 6
Elite Harrier
EV 32
1MSize
7Speed
160Stamina
0Stability
7Free Strike
ImmunityFire 5
Weakness
Movement
With Captain
M+1Might
A+3Agility
R+0Reason
I+1Intuition
P+2Presence
ll
Main action

Edge of the Law

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 3
!10 damage
@15 damage
#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.

ll
Main action

Verdict

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature
Power Roll+ 3
!11 damage
@17 damage
#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.

ff
Maneuver

Justice Turns Its Gaze

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
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.

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Triggered action

Devilish Charm

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

A creature targets the magistrate with a strike.

Effect

The target makes a Presence test.

**
Trait

Leading

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

**
Trait

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.

Source: Draw Steel: Monsters · printing 1.01