Devil Jurist

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

Devil Jurist

Level 5 Elite Artillery
Devil, Infernal EV 28
  1. 1M Size
  2. 6 Speed
  3. 120 Stamina
  4. 0 Stability
  5. 7 Free Strike
Immunity Fire 5 Weakness
Movement Fly
  1. Might

    0
  2. Agility

    2
  3. Reason

    1
  4. Intuition

    1
  5. Presence

    3
  1. Fire and Brimstone 2d10 + 3 Signature Ability

    Magic, Ranged, Strike Main Action
    o Ranged 12 x Two creatures or objects
    ! 10 fire damage @ 15 fire damage; A < 2 burning (save ends) # 18 fire damage; A < 3 burning (save ends)
    Effect:

    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.

  2. Dismissal with Prejudice 2d10 + 3

    Area, Magic Main Action
    o 2 burst x Each enemy in the area
    ! 6 damage; slide 1 @ 10 damage; slide 3 # 12 damage; slide 5
    Effect:

    If the target has M < 2, the forced distance movement gains a +3 bonus.

  3. Ashes to Ashes

    Magic, Ranged Maneuver
    o Ranged 12 x One creature

    If the target is burning (see Fire and Brimstone), they take 6 fire damage.

  4. Devilish Charm 2 Malice

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

    The target makes a Presence test

    ! The jurist chooses a new target for the strike @ The jurist halves the triggering damage # The target takes a bane on the strike
  5. Hellfire

    Fire damage dealt by the jurist ignores damage immunity.

  6. True Name

    If a creature within 10 squares speaks the jurist's true name, the jurist loses their fire immunity, 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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