Archdevil

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

Archdevil

Level 6 Leader
Devil, Infernal EV 32
  1. 1M Size
  2. 7 Speed
  3. 181 Stamina
  4. 2 Stability
  5. 6 Free Strike
Immunity Fire 8 Weakness
Movement fly
  1. Might

    1
  2. Agility

    3
  3. Reason

    2
  4. Intuition

    1
  5. Presence

    4
  1. Infernal Decree 2d10 + 4 Signature Ability

    Magic, Ranged, Strike Main Action
    o Ranged 12 x Three creatures or objects
    ! 10 damage; P<2 the target can’t hide (save ends) @ 15 damage; P<3 the target can’t hide (save ends) # 19 damage; P<4 the target can’t hide (save ends)
    2 Malice:

    Each devil has an edge to strike a target that can’t hide.

  2. Compel the Jury 2d10 + 4

    Magic, Ranged Maneuver
    o Ranged 12 x 2 creatures
    ! I<2 charmed (save ends) @ I<3 charmed (save ends) # I<4 charmed (save ends)
    Effect:

    Until the condition ends, a charmed creature considers the archdevil an ally, and the archdevil can spend 1 malice on their turn to force move a charmed creature up to 3 squares.

  3. Devilish Suggestion 2 Malice

    Magic Triggered Action
    o Ranged 5 x Triggering creature
    A creature targets the archdevil with a strike.
    Effect:

    The target makes a Presence test.

    ! Charmed (save ends) (see Compel the Jury) @ The archdevil chooses a new target for the strike # The archdevil halves the incoming damage
  4. End Effect

    At the end of their turn, the archdevil can take 10 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.

  5. True Name

    If a creature within 10 squares of the archdevil speaks the archdevil’s true name aloud, the archdevil loses their immunities, the additional effects on their signature attack, and their Devilish Suggestion triggered action.

  6. Welcome, Friends

    Area, Magic Villain Action 1
    o 3 burst x Each enemy in burst
    Effect:

    Each target makes a Presence test.

    ! 15 psychic damage; charmed (save ends) @ 12 psychic damage; charmed (save ends) # 7 psychic damage
  7. Heed My Commands!

    Area, Magic Villain Action 2
    o 3 burst x Each enemy in burst
    Effect:

    Each target makes a Presence test.

    ! 15 psychic damage; charmed (save ends) @ 12 psychic damage; charmed (save ends) # 7 psychic damage
  8. Deceptive Stratagem

    Villain Action 3
    o Ranged 12 x 1 ally or charmed creature
    Effect:

    The archdevil swaps places with the target. Then, each ally and charmed creature within 12 of the archdevil make a free strike against a target of the archdevil’s choice.

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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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