Medium Humanoid (Any Race), Lawful Neutral
Armor Class 18 (plate)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
14 (+2)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws INT +6, WIS +9, CHA +5
Skills Arcana +13, History +13, Insight +9
Damage Resistances Damage from Spells
Senses Truesight 20 ft., Passive Perception 12
Languages Celestial, Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The chosen inquisitor has advantage on saving throws against spells and other magical effects.

Spellcasting. The chosen inquisitor is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The inquisitor has the following cleric spells prepared:

Cantrips (at will): create bonfire, light, sacred flame, thaumaturgy, [Tooltip Not Found]

1st level (4 slots): detect magic, burning hands, command, inflict wounds

2nd level (3 slots): detect thoughts, spiritual weapon, hold person

3rd level (3 slots): counterspell, spirit guardians, fireball

4th level (3 slots): banishment, guardian of faith, wall of fire

5th level (2 slots): dispel evil and good, flame strike

6th level (1 slot): harm

 

 

Actions

Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 2 slashing damage.

Reactions

Divine Rebuke. (Recharge 6) The inquisitor points their finger at a creature that cast a spell on them within 60 ft. The creature must make a Dexterity saving throw against DC 17. It takes 4d10 radiant damage on a failed save, or half as much damage on a successful one.

Burn the Unholy. (Twice per short rest) When a creature within 60 feet of the Inquisitor casts a spell which affects the Inquisitor or a creature within 15 feet of them, the Inquisitor present their holy symbol and the creature must succeed on a Dexterity saving throw against DC 17 or take 1d12 + 5 fire damage and is surrounded by divine flames for 5 turns. At the end of each of its turns, the target can make a Charisma saving throw. On a success, the spell ends.

 Whenever the creature surrounded by divine flames attempts to cast a spell it must succeed on a Dexterity saving throw or suffer an effect depending on the school of magic of the spell.

 Abjuration. The divine flames turn blue and the caster takes 1d8 + your spellcasting modifier fire damage and is stunned until the end of its next turn.

Conjuration. The divine flames turn violet and the caster takes 1d12 + your spellcasting modifier force damage and is unconscious until the end of its next turn.

Divination. The divine flames turn white and the caster takes 1d6 + your spellcasting modifier psychic damage and is blinded until the end of its next turn.

Enchantment. The divine flames turn pink and the caster takes 1d8 + your spellcasting modifier psychic damage and is charmed by you until the end of its next turn.

Evocation.The divine flames turn red and the caster takes 1d10 + your spellcasting modifier fire damage and is incapacitated until the end of its turn.

Illusion. The divine flames turn see through and the caster takes 1d8 + your spellcasting modifier psychic damage and is frightened of you until the end of its turn.

Necromancy. The divine flames turn green and the caster takes 1d12 + your spellcasting modifier necrotic damage and is paralyzed until the end of its turn.

Transmutation. The divine flames turn golden and the caster takes 1d8 + your spellcasting modifier cold damage and is restrained until the end of its turn.

Description

Chosen Inquisitors are powerful divine spellcasters chosen by the gods themselves to enforce the ideals of the Inquisition.

Previous Versions

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Monster Tags: NPC

Habitat: Urban

Breza77

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