Small humanoid, Lawful Neutral
| Armor Class | 16 |
|---|---|
| Hit Points | 104 (16d8 + 32) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 15 (+2) | 17 (+3) | 16 (+3) | 21 (+5) |
| Saving Throws | Cha +8, Int +6, Wis +6 |
|---|---|
| Skills | Insight +6, Perception +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened |
| Senses | Truesight 30 ft., passive Perception 16 |
| Languages | Common plus two other languages |
| Challenge | 8 |
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.
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.
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.
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.
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
Medium humanoid, Unaligned
| Armor Class | 16 (breastplate) |
|---|---|
| Hit Points | 77 (14d8 + 14) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 12 (+1) | 17 (+3) | 16 (+3) | 19 (+4) |
| Saving Throws | Cha +7, Int +6, Wis +6 |
|---|---|
| Skills | Insight +6, Perception +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened |
| Senses | truesight 30 ft., passive Perception 16 |
| Languages | any three languages, telepathy 120 ft. |
| Challenge | 8 |
The inquisitor attacks twice with its Silver Longsword or uses Mind Fire twice.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if used with two hands, plus 18 (4d8) force damage.
The inquisitor targets one creature it can see within 120 feet of it. The target must succeed on a DC 15 Intelligence saving throw or take 17 (3d8 + 4) psychic damage and be stunned until the start of the inquisitor's next turn.
Each creature of the inquisitor's choice that it can see within 60 feet of it must succeed on a DC 15 Wisdom saving throw or be charmed until the start of the inquisitor's next turn. On the charmed target's turn, the inquisitor can telepathically control the target's move, action, or both. When controlled in this way, the target can take only the Attack (inquisitor chooses the target) or Dash action.
The inquisitor casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):
At will: arcane eye, calm emotions, detect magic, detect thoughts, dispel magic, sending, suggestion
1 each/day: mass suggestion, modify memory