Inquisitor of the Sword

Small humanoid, Lawful Neutral

Armor Class16
Hit Points120 (16d8 + 48)
Speed30 ft.
STRDEXCONINTWISCHA
12 (+1) 14 (+2) 17 (+3) 15 (+2) 18 (+4) 16 (+3)
Saving ThrowsCha +6, Int +5, Wis +7
SkillsAcrobatics +5, Insight +7, Perception +7
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunitiescharmed; frightened
SensesTruesight 30 ft., passive Perception 17
LanguagesCommon plus two other languages
Challenge8

Traits

Metabolic Control.

At the start of each of its turns, if the inquisitor has at least 1 Hit Points, it regains 10 Hit Points and can end one condition on itself.

Actions

Multiattack.

The inquisitor makes three Silvered Longsword attacks.

Silvered Longsword.

Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 4 (1d8) Psychic damage. Critical Hit: If the target is a shape-shifted creature, it takes an additional 4 (1d8) Slashing damage. Hit or Miss: The inquisitor can teleport up to 60 feet to an unoccupied space it can see.

Spellcasting

The inquisitor casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15):

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

1 each/day: Dimension Door, Fly, Greater Invisibility