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Devil Magistrate


Monster

Devil Magistrate

Devil, Infernal
Level 6
Elite Harrier
EV 32
1MSize
7Speed
160Stamina
0Stability
7Free Strike
ImmunityFire 5
Weakness
Movement
M+1Might
A+3Agility
R+0Reason
I+1Intuition
P+2Presence
l

Edge of the Law

Signature
KeywordsMeleeStrikeWeapon
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.

l

Verdict

KeywordsMeleeStrikeWeapon
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.

f

Justice Turns Its Gaze

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.

)

Devilish Charm

KeywordsMagicRanged
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.

*

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.

*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