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Devil Jurist

Level 5 Elite Artillery · Draw Steel Monsters v1

Devil Jurist

Level 5 Elite Artillery
Devil, Infernal EV 28
Size
1M
Speed
6
Stamina
120
Stability
0
Free Strike
7
Immunity: Fire 5 Weakness:
Movement: Fly
M 0
A +1
R +2
I +1
P +3
Fire and Brimstone 2d10 + 3
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 12 ◎ Two creatures or objects
≤11 10 fire damage
12–16 15 fire damage; A<2 burning (save ends)
17+ 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+ Malice: The jurist can target one additional creature or object for each Malice spent.
Dismissal with Prejudice 2d10 + 3
Area, Magic ◎ Main action
⚔ 2 burst ◎ Each enemy in the area
≤11 6 damage; slide 1
12–16 10 damage; slide 3
17+ 12 damage; slide 5
Effect: If the target has M<2, the forced distance movement gains a +3 bonus.
Ashes to Ashes
Magic, Ranged ◎ Maneuver
⚔ Ranged 12 ◎ One creature
Effect: If the target is burning (see Fire and Brimstone), they take 6 fire damage.
Devilish Charm
2 Malice
Magic, Ranged ◎ Triggered action
⚔ Ranged 5 ◎ The triggering creature
Trigger: A creature targets the jurist with a strike.
Effect: The target makes a Presence test.
≤11 The jurist chooses a new target for the strike.
12–16 The jurist halves the triggering damage.
17+ The target takes a bane on the strike.
Hellfire
Fire damage dealt by the jurist ignores damage immunity.
True Name
If a creature within 10 squares speaks the jurist's true name, the jurist loses their fire immunity and any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.