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Hell Judge

Adversary overview

Adjudicator of the damned

Hell judges have the all-important duty of assessing the souls of the dead. Most souls require purification before they can be returned to the cycle of reincarnation and these judges are assigned with the duty of determining what that purification will be. Avatars of near perfect law, the hell judge is not moved by pity, hate, love or emnity. Their only concern is that those souls entrusted to their care are properly prepared to be recycled back into existence, avoid demonic energy and remain part of the cycle of being until they are perfected. The hell judges are frail and sickly as a result of the combination of the foul miasmas that leak from the Void into Hell and their desk-bound duties but they remain sharp minded and insightful far beyond human capabilities.

Stat block

Tier
4
Type
Solo
Difficulty
20
HP
11
Stress
7
Attack mod
+9
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
35
Major Damage — Mark 2 HP Major
Mark 2 HP
65
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Hellish Gavel
Range: Far
Damage: 4d12+12
Attack Mod: +9
Damage Type: Magical

Features

Passives

  • Relentless (3)

    This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.

Actions

  • Paralytic Gaze
    stress 2

    The GM may mark 2 stress to have the judge's gaze fall upon a PC. The PC must make a presence reaction roll against the judge's difficulty. On a failure the PC is Vulnerable and can take no action. The PC may mark a stress to attempt to break free, making a presence action roll against the judge's difficulty. The effect is cleared if the PC takes a minor, major or severe wound.

  • Wall of Fire
    fear 1

    The GM may spend a fear to have the Judge produce a wall of fire. This wall may extend in a straight line between any two points within far range from the Judge. Any creature who is within the wall must make an agility reaction roll or take 4d12 magic damage. Any creature who moves into the wall also takes this damage. The wall lasts until the Judge dispels it, creates a new wall or until the Judge takes a severe wound.

  • Reinforcements
    stress 1

    Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.

Reactions

  • Momentum

    When this adversary makes a successful attack against a PC, you gain a Fear.

  • Plane Shift
    stress 1

    When the Hell Judge takes a minor, major or severe wound they may choose to teleport to a different plane of existence. A hell judge may transport themselves to Heaven, Hell and the Prime Material plane.

Motives & tactics

Judge Sentence Command Administrate Punish

Experiences

  • Adjudicate law +4
  • Command the damned +4
  • Induce calmness +3
  • Imprison the guilty +3

Hell Judge

Tier 4 solo

Adjudicator of the damned

Motives & Tactics: Judge, Sentence, Command, Administrate, Punish

Difficulty: 20 | Thresholds: 35/65 | HP: 11 | Stress: 7

ATK: +9 | Hellish Gavel: Far | 4d12+12 Magical

Experience: Adjudicate law +4, Command the damned +4, Induce calmness +3, Imprison the guilty +3

HP:

STRESS:

Features

Relentless (3) - Passive: This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.
Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Paralytic Gaze - Action: The GM may mark 2 stress to have the judge's gaze fall upon a PC. The PC must make a presence reaction roll against the judge's difficulty. On a failure the PC is Vulnerable and can take no action. The PC may mark a stress to attempt to break free, making a presence action roll against the judge's difficulty. The effect is cleared if the PC takes a minor, major or severe wound.
Wall of Fire - Action: The GM may spend a fear to have the Judge produce a wall of fire. This wall may extend in a straight line between any two points within far range from the Judge. Any creature who is within the wall must make an agility reaction roll or take 4d12 magic damage. Any creature who moves into the wall also takes this damage. The wall lasts until the Judge dispels it, creates a new wall or until the Judge takes a severe wound.
Plane Shift - Reaction: When the Hell Judge takes a minor, major or severe wound they may choose to teleport to a different plane of existence. A hell judge may transport themselves to Heaven, Hell and the Prime Material plane.
Reinforcements - Action: Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.

Discussion

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