Devil Magistrate
Level 6 Elite Harrier- 1M Size
- 7 Speed
- 160 Stamina
- 0 Stability
- 7 Free Strike
Might
1Agility
3Reason
0Intuition
1Presence
2
Edge of the Law 2d10 + 3 Signature Ability
Melee, Strike, Weapon Main Actiono 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.
Verdict 2d10 + 3
Melee, Strike, Weapon Main Actiono Melee 1 x One creature! 11 damage @ 17 damage # 21 damageEffect: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
โ Maneuvero Self x SelfEffect: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 Actiono Ranged 5 x The triggering creatureA 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 strikeLeading
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.