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Devil Magistrate

Level 6 Elite Harrier · Draw Steel Monsters v1

Devil Magistrate

Level 6 Elite Harrier
Devil, Infernal EV 32
Size
1M
Speed
7
Stamina
160
Stability
0
Free Strike
7
Immunity: Fire 5 Weakness:
Movement:
M +1
A +3
R 0
I +1
P +2
Edge of the Law 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 10 damage
12–16 15 damage
17+ 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.
Verdict 2d10 + 3
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature
≤11 11 damage
12–16 17 damage
17+ 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.
Justice Turns Its Gaze
◎ Maneuver
⚔ Self ◎ Self
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
2 Malice
Magic, Ranged ◎ Triggered action
⚔ Ranged 5 ◎ The triggering creature
Trigger: A creature targets the magistrate with a strike.
Effect: The target makes a Presence test.
≤11 The magistrate chooses a new target for the strike.
12–16 The magistrate halves the triggering damage.
17+ The target takes a bane on the strike.
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.