Medium Undead, Lawful Evil
Armor Class 13
Hit Points 26 (4d8 + 10)
Speed 40 ft., Fly 60 ft.
STR
14 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
16 (+3)
Skills Acrobatics +5, Athletics +4, Intimidation +5, Persuasion +5, Stealth +5
Condition Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 12
Languages Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Spellcasting. The Inquisitor is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): minor illusion, prestidigitation

1st level (3 slots): charm person, disguise self, expeditious retreat, silent image

Blood Sacrament. The inquisitor has advantage on melee attack rolls against any creature that doesn't have all its hit points, and deals an extra 4 (1d8) damage to any creature it hits with a melee attack that doesn't have all its hit points.

Actions

Multiattack. The hobgoblin makes 4 Detransubstantiate attacks, each of which targets a different creature.

Lunge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) piercing damage, and the target must succeed on a DC 12 dexterity save or be knocked prone, and is also grappled. As part of this attack the Inquisitor may move up to 60 feet closer to the target, as long as the target is below them. 

Detransubstantiate. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) poison damage.

Description

Inquisitors are the intelligence and reconaissance arm of the Antillian Armada. Skilled in persuasion, infiltration, assassination and diplomacy some suspect the inquisitors may have been on the Tainocha archipelago for decades before the bulk of the armada arrived. While rarely front-line fighters, they can be deadly on a battlefield as they stoke the blood sacrament of other troops and pick off weaker isolated party members.

COMBAT TIPS!

-Inquisitors are back-line troops, and will use their ability to fly to stay out of melee range when a fight starts, only using Detransubstantiate to wear down a party and trigger the Blood Sacrament feature of their allies.

-Once an inquisitor sees a vulnerable party member, such as an isolated spellcaster or a badly bloodied fighter, they will dive in with Lunge to attempt a killing blow.

-Remember that Lunge also grapples! Since Inquisitors can fly, if the initial lunge doesn't kill their target right away, they might fly 60 feet into the air with their prey and simply drop them.

-While they are skilled infiltrators, inquisitors prefer using soft power to straight up assassination. They are far more likely to sneak into the party's camp and simply offer them a big bag of money or a lead on treasure to try and misdirect them or buy them off.
Sample Encounters:

4x Vampiric Conquistadors (Medium level 3 encounter)
4x Vampiric Conquistadors, 2x Vampiric Inquisitors (Medium level 5 encounter)
6x Vampiric Conquistadors, 2x Vampiric Inquisitors, 1x Vampiric Deacon (Medium level 11 encounter)
6x Vampiric Conquistadors, 2x Vampiric Inquisitors, 1x Vampiric Deacons, 1x Vampiric Champion (Hard level 11 encounter)

Habitat: ForestGrasslandHill

Mr_Squid

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