Inquisitor of the Mind Fire

Small humanoid, Lawful Neutral

Armor Class16
Hit Points104 (16d8 + 32)
Speed30 ft.
STRDEXCONINTWISCHA
10 (+0) 14 (+2) 15 (+2) 17 (+3) 16 (+3) 21 (+5)
Saving ThrowsCha +8, Int +6, Wis +6
SkillsInsight +6, Perception +6
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunitiescharmed; frightened
SensesTruesight 30 ft., passive Perception 16
LanguagesCommon plus two other languages
Challenge8

Actions

Multiattack.

The inquisitor makes three Silvered Longsword attacks or uses Mind Fire three times. It can replace one attack or one use of Mind Fire with a use of Spellcasting to cast Hold Monster if available.

Silvered Longsword.

Melee Attack Roll: +8, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage plus 4 (1d8) Psychic damage, and the target has the Frightened condition until the start of the inquisitor's next turn. Critical Hit: If the target is a shape-shifted creature, it takes an additional 4 (1d8) Slashing damage.

Inquisitor's Command (Recharge 5-6).

wis DC 16, each creature of the inquisitor's choice that it can see within 60 feet. Failure: The target has the Charmed condition until the start of the inquisitor's next turn. On the Charmed target's turn, the inquisitor can telepathically control the target's move and make the target take the Attack action (the inquisitor chooses the target), the Dash action, or no action.

Mind Fire.

int DC 16, one creature the inquisitor can see within 120 feet. Failure: 9 (1d8 + 5) Psychic damage, and the target has the Stunned condition until the start of the inquisitor's next turn.

Spellcasting

The inquisitor casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16):

At will: Detect Magic, Detect Thoughts, Dispel Magic, Mage Hand (the hand is Invisible), Sending

1 each/day: Hold Monster, Modify Memory