Devil Djinn

From the Lore Book
A relentless wave of fire, violence and death follows the Devil Djinn into combat. They march behind the fast Sand Lions, and decimate those enemies left standing in their wake. The Great Khan would pierce, bypass and then cleanse with the Devil Djinns, lending them a reputation as the "gravesmen" of the Gudanna Dominion.

Overview
A Titan Golem from the Arcanum Gudanna. This golem has a balance of ranged and melee abilities. Up close it can crush its opponents or rain liquid fire down upon them. This liquid fire attack has a chance of continuing to burn beyond the initial damage. Finally the golem can blast out a lance of light/fire what can hit at range and ignores a significant amount of its targets armor, effectively negating the armor of most foes. This golem has slightly faster movement compared to other titans, though at a cost, and is notably slower than smaller Gudanna golems. It has average survivability (i.e. dodge, armor and health). To boost its odds of successfully closing in on its target, however, the Devil Djinn gains a Dodge bonus vs. ranged attacks.

The Devil Djinn is one of six golems included in the Base Game Set.

Knights:

 * Azi Zara(15) - by turning a 1AP attack into a 2AP with Zara, you can cripple the enemy's ability to strike back.

Relics:

 * Anything that assists movement, to get you into melee.
 * The Rooted Road (15:Z1)
 * Idol of Pravega (10:P)

Ancient Ones:

 * The Warrior (60) - very good bonuses for melee.
 * The Hopeful (35) - good for allowing things with multiple cheap attacks use them often; even several times in a single round.
 * The Assassin (40) - the curse is especially good with multiple cheap attacks.
 * The Avenger (80) - very good bonuses to melee.

Devil Widow
An alternate elite version of the Devil Djinn, the Devil Widow is a member of the Black Widows elite forces that serve the Gudanna Dominion.