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
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
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
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
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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