Devil Magistrate

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

Devil Magistrate

Level 6 Elite Harrier
Devil, Infernal EV 32
  1. 1M Size
  2. 7 Speed
  3. 160 Stamina
  4. 0 Stability
  5. 7 Free Strike
Immunity Fire 5 Weakness โ€”
Movement โ€”
  1. Might

    1
  2. Agility

    3
  3. Reason

    0
  4. Intuition

    1
  5. Presence

    2
  1. Edge of the Law 2d10 + 3 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 1 x Two creatures or objects
    ! 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.

  2. Verdict 2d10 + 3

    Melee, Strike, Weapon Main Action
    o Melee 1 x One creature
    ! 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.

  3. Justice Turns Its Gaze

    โ€” Maneuver
    o Self x 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.

  4. Devilish Charm 2 Malice

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

    The target makes a Presence test

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

    Whenever the magistrate moves away from an enemy who is adjacent to one of the magistrate's allies, they can shift instead.

  6. 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.

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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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