| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 14 | +2 | +6 |
| CHA | 18 | +4 | +8 |
Borrow Apotheosis.
When the Inquisitor would be reduced to 0 hit points, he instead drops to 1 hit point. Until the end of his next turn, he gains resistance to all damage, cannot be frightened or stunned, and his form becomes partially draconic—chromatic energy cracks through his scales and a massive dragon’s shadow briefly overlays his body.
At the end of his next turn, the Inquisitor’s body collapses into chromatic ash and drifting embers. All non-magical equipment he carries is left behind. His body is gone. This is not teleportation.
The Inquisitor reforms elsewhere within 1 mile after 1 hour, unconscious but stable
Talon-Hilt Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) elemental damage.
Chromatic Infusion: When the Inquisitor hits with this attack, he chooses one of the following effects based on the energy channeled through the blade:
• Acid (Black): The target’s AC is reduced by 1 until the start of the Inquisitor's next turn (non-stacking).
• Cold (White): The target’s speed is reduced by 10 feet until the start of the Inquisitor's next turn.
• Fire (Red): The target takes an additional 3 (1d6) fire damage at the start of its next turn.
• Lightning (Blue): The target cannot take reactions until the start of its next turn.
• Poison (Green): The target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn.
Shield of the Five. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Heretic's Weight: If the target is currently affected by Chromatic Judgment, they have disadvantage on this saving throw. If they fail, the Inquisitor may immediately use a Bonus Action (if available) to make one Talon-Hilt Blade attack against them with advantage.
Breath of Tiamat. 30-ft line or 15-ft cone; DC 16 Dex save; 45 (10d8) damage on fail, half on success (damage type is current chromatic colour)
Chromatic Judgment (Bonus Action). Mark one creature he can see for 1 minute:
• Target has disadvantage on Deception and Stealth
• First attack each round vs marked target deals +10 (3d6) damage
• If target is reduced to 0 HP, mark transfers to another creature he can see.
Tyrant's Rebuke. When hit by an attack: DC 16 Wis save or take 13 (3d8) psychic damage and be frightened until end of next turn
You can take 2 legendary action(s), choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.
Command Minion. One ally moves and makes one attack
Draconic Glare. One creature within 30 ft; DC 16 Wis save or restrained until end of its next turn.
Investigate Weakness (Costs 2). Learn a creature’s lowest save; gain advantage against it until end of next round
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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