Devil High Judge

Level 6 Leader (Devil, Infernal)

Draw Steel: Monsters (Book Two)

Devil High Judge is a level 6 leader (devil, infernal) for Draw Steel. It has 181 Stamina and an Encounter Value of 32.

Level
6
Organization
Leader
Encounter Value
32
Size
1M
Speed
7
Stamina
181
Stability
2
Free Strike
6
Movement
Fly
Immunities
Fire 8
Might
+1
Agility
+3
Reason
+2
Intuition
+1
Presence
+4

Traits

End Effect

At the end of each of their turns, the high judge can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

True Name

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

Actions

Infernal Decree

Magic, Ranged, Strike

Main action · Ranged 12 · Target: Three creatures or objects

2d10 + 4

11 or lower
10 damage; p<2] the target can't hide (save ends)
12 to 16
15 damage; p<3] the target can't hide (save ends)
17 or higher
19 damage; p<4] the target can't hide (save ends)

2 Malice: While a target is unable to hide this way, any strike against them made by a devil gains an edge.

Compel the Jury

Magic, Ranged, Strike

Maneuver · Ranged 12 · Target: Two creatures

2d10 + 4

11 or lower
i<2] the target is charmed (save ends)
12 to 16
i<3] the target is charmed (save ends)
17 or higher
i<4] the target is charmed (save ends)

While charmed this way, a creature treats the high judge as an ally, and the high judge can spend 1 Malice on their turn to make that creature move up to 3 squares.

Devilish Suggestion

Magic, Ranged

Triggered action · Ranged 5 · Target: The triggering creature

Power roll

11 or lower
The target is charmed (save ends).
12 to 16
The high judge chooses a new target for the strike.
17 or higher
The target takes a bane on the strike.

The target makes a Presence test. While charmed this way, a creature treats the high judge as an ally, and the high judge can spend 1 Malice on their turn to make that creature move up to 3 squares.

All Rise

Area, Magic

3 burst · Target: Each enemy in the area

Power roll

11 or lower
15 psychic damage; the target is charmed (save ends)
12 to 16
12 psychic damage; the target is charmed (save ends)
17 or higher
7 psychic damage

The target makes a Presence test. While charmed this way, a creature treats the high judge as an ally, and the high judge can spend 1 Malice on their turn to make that creature move up to 3 squares.

Malice abilities

Heed My Decree (Villain Action 2 Malice)

Each target shifts up to their speed. The high judge can make each creature charmed by All Rise, Compel the Jury, or Devilish Suggestion move up to half that creature's speed.

Deceptive Stratagem (Villain Action 3 Malice)

If the target is an ally or a creature charmed by All Rise, Compel the Jury, or Devilish Suggestion, the high judge and the target teleport to swap places. Each ally within 12 squares of the high judge can then make a free strike against a target of the high judge's choice. Each creature charmed by All Rise, Compel the Jury, or Devilish Suggestion makes a free strike against a target of the high judge's choice.

Common questions

What level is Devil High Judge in Draw Steel?

Devil High Judge is a level 6 leader in Draw Steel.

What is Devil High Judge's Encounter Value?

Devil High Judge has an Encounter Value (EV) of 32, the number Draw Steel uses to budget encounters.

Add Devil High Judge to a Draw Steel encounter in The DM Screen.

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