Medium Humanoid, Lawful Evil
Armor Class 18 Plate
Hit Points 153 (18d8 + 72)
Speed 40 ft., swim 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws DEX +7, CON +8, WIS +8, CHA +6
Skills Insight +6, Intimidation +8
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Truesight 30ft, Passive Perception 12
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Accursed Physiology. The Scarboril Inquisitor has advantage on saving throws from spells and other magical effects. Additionally, its weapon attacks are magical and deal an extra 13 (3d8) necrotic damage.

Hold Breath. The Scarboril can hold its breath for 15 minutes.

 

Actions

Multiattack. The Scarboril Inquisitor makes three attacks: one with it's Barbed Lash and two with it's Claws.

Barbed Lash. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. hit: 7 (1d6 + 4) piercing damage plus 13 (3d8) necrotic damage, and the target must succeed a DC 15 Strength Saving throw or be pulled 10 ft. toward the Scarboril Inquisitor.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 13 (3d8) necrotic damage.

Reactions

Protect Me!: If the Scarboril Inquisitor is hit by an attack and a friendly creature than can hear it is within 5 ft., the Inquisitor can force the friendly creature to intervene and take the attack for it instead.

Description

A sensible Scarboril fears nothing, raised its whole life to believe itself the pinnacle of life itself. Ego and racial supremacy are the cornerstones of Scarboril society, and nothing short of being face to face with death itself is enough to make a Scarboril afraid.

Nothing, with one exception.

The Scarboril Inquisitors serve as direct agents of the Kill-King himself, and their looming shadow is enough to send pinpricks of fear into any who knows of them. Sent to root out dissent and rogue Scarboril, especially those who fail to provide the tithe to the Kill-King, Inquisitors can act with impunity within Scarboril society, going wherever and executing whoever they please without repercussion.

These grim specters in the putrid mires and winding tunnels are enhanced through dark ritual and potent magical tools. Their plate armor, enchanted to turn away magic, if fused to their skin, and their talons are ripped out, enchanted metal claws implanted in their stead. A Barbed Lash, to draw fleeing prey in, is practically standard-issue. Additionally, many Inquisitors will carry magical items on their person to augment their ability; Iron Bands of Binding are common for those hunting runaways, many will carry a variety of wands and potions of varying sorts. Especially high-ranking Scarboril Inquisitors will sometimes carry magical weapons and exotic relics.

Habitat: SwampUnderdark

TheYondant

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