Devil Legate

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Devil Legate token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Devil Legate

Level 5 Elite Defender
Devil, Infernal EV 28
  1. 1M Size
  2. 6 Speed
  3. 160 Stamina
  4. 2 Stability
  5. 6 Free Strike
Immunity Fire 5 Weakness
Movement
  1. Might

    3
  2. Agility

    1
  3. Reason

    0
  4. Intuition

    1
  5. Presence

    2
  1. Infernal Pike 2d10 + 3 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 2 x Two creatures or objects
    ! 9 damage @ 14 damage; A < 2 slowed (save ends) # 17 damage; A < 3 slowed (save ends)
    Effect:

    If the targets are adjacent to each other, this ability deals an extra 3 damage.

  2. Writ of Execution 2d10 + 3

    Charge, Melee, Strike, Weapon Main Action
    o Melee 2 x Two creatures or objects
    ! 6 damage; M < 1 prone @ 11 damage; M < 2 prone and can't stand (save ends) # 14 damage; M < 3 prone and can't stand (save ends)
    Effect:

    If this ability is used as part of the Charge main action, the legate ignores difficult terrain during the charge. Each creature and object whose space the legate moves through takes the damage from this ability, but not its additional effects.

  3. Law and Order

    Melee Maneuver
    o Melee 1 x One creature
    Effect:

    The target is taunted by the legate (save ends). The legate can have only one creature taunted at a time.

  4. Devilish Charm 2 Malice

    Magic, Ranged Triggered Action
    o Ranged 5 x The triggering creature
    A creature targets the legate with a strike.
    Effect:

    The target makes a Presence test

    ! The legate chooses a new target for the strike @ The legate halves the triggering damage # The target takes a bane on the strike
  5. Hellish Bailiff

    The legate has damage immunity 3 while in one of the Seven Cities of Hell or within 10 squares of a non-minion devil who is of a higher level than them.

  6. True Name

    If a creature within 10 squares speaks the legate's true name, the legate loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.

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Devils Malice


  1. Bureaucratic Tape 3 Malice

    1. 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).

  2. Underhanded Tactics 5+ Malice

    1. 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.

  3. Read the Small Print 7 Malice

    1. 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.

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