The Inquisition | 5e Celestial

by PipFizzlebang

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The Inquisition

๐”—๐”ฅ๐”ข โ„‘๐”ซ๐”ฎ๐”ฒ๐”ฆ๐”ฐ๐”ฆ๐”ฑ๐”ฆ๐”ฌ๐”ซ

Celestial Horror of Omniscient Oppression

Spiciness: 5/5 (Boss Fight)

Feeds about 3+ players, level 5+

Scales for: Number of Players, Player Level


  • The Inquisition
  • X Anointed Creatures

Scale the for party size: If the party has more than 3 players, add an Anointed of appropriate CR (about 1/4 player level) for every player over that initial 3.

Scale for Player Level. Give the Inquisition +10 HP per player level over 5.


The Inquisition is a relic of an era before the Angels-- the Good before Gods. They are a species of the Virtues-- As fire elemental is made of primordial fire, so the Virtues are born of pure good. As such, their minds are alien, though their existence is Celestial. They see the world in black and white-- Good and Evil, and see their purpose is to sort the neutral into one of the two categories, acting as judge and executioner for those they deem unworthy.

To do so, they explore highly populated areas, wandering the streets without fear of being noticed. The weak willed that try to look in their direction will simply become distracted, looking away before they notice. Even those strong willed enough to look in their direction might be incapable of conceiving their true form-- seeing them as a flaming bush that does not burn, a disembodied voice, a humanoid form the creature might better understand, or countless other visions that hide the truth of a writhing mass of halos, wings, tentacles, & eyes.

The Inquisition will select a few Good aligned creatures to appear before, usually in disguise, tempting them with power for servitude. Some accept for the power to do greater acts of good, others for religious fervor. Some accept simply because they lack the will to say no to a creature as menacing-- yet strangely alluring-- as the Inquisition.

When the Inquisition has gathered enough followers in the area, it will use them to spy on their neighbors, workers, loved ones, and even strangers. They tediously tally every good act and every misdeed until a verdict is reached. The Inquisition will then condemn them-- and execute them.

The presence of the Inquisition in the Anointed's mind is taxing-- like standing naked in sunlight on a too hot day. Weaker creatures will likely die after only a few days of service, if the Inquisition does not perform miracles of healing to spare them. The Inquisition does not see allowing a good creature to die as an evil act-- they see it as allowing a good soul to rest before they fell to temptation.

Things you should know

A stunned creature is incapacitated, can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.

A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.

Cooking the Inquisition

Round 1. You have one of the deadliest combos in all of D&D-- Magic, & a flyspeed. Cast a Smite spell, then use your Tentacle to grab a low-Intelligence PC, then fly straight up (at half speed because grappling). Your party will probably panic as they realize what's happening (my playtesters did!) and try to find a way to stop you. You can then use Sacred Flame against that stunned creature-- and it'll automatically hit, because stunned creatures auto fail dex saves.

Round 2. Casting Flame Strike on the party, wherever they're most grouped up. Don't worry about hitting yourself-- you Resist Fire & heal from Radiant. Either way, keep flying up.

Round 3. This is where we get mean. Fly up again, to exactly 60ft off the ground. The party likely had to gather directly below you to keep you in range of their spells & short ranged throwing weapons, meaning they're now grouped up below you... Cast Sickening Radiance beneath you, & let go of that Stunned Creature. It'll take 6d6 fall damage, but also it will be moving into the Radiance for the first time on a turn, so that's 4d10 extra radiant & a stack of Exhaustion. Use any extra movement to fly down (you're no longer moving at half speed), into your sickening Radiance. You're immune to exhaust and heal from radiant-- so this is the safest spot for you!

Round 4+. Your goal now is to abuse Sickening Radiance until you lose concentration on it. Tentacle someone for grapple, push & pull them into it on your turn to give them an extra stack, then cantrip.

Round 5+ Once you lose concentration on it, it's time to just start kamehameha'ing them with Sunbeam. Its your highest damage spell, but unless you aim a tentacle at your own face, it probably shouldn't count to heal you.

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The Inquisition

Large Celestial, lawful good

  • Armor Class 17 (natural armor)
  • Hit Points 119 (14d10 + 42)
  • Speed 50 ft (Fly, Hover)

17 (+3) 10 (+0) 16 (+3) 16 (+3) 19 (+4) 18 (+4)

  • Saving Throws Dex +4, Int +7, Wis +8, Cha +8
  • Damage Resistances Fire, Slashing Piercing & Bludgeoning from non-magical Weapons
  • Damage Vulnerabilities. Necrotic
  • Condition Immunities charmed, frightened, prone, poisoned, diseased, exhaustion, blind
  • Senses truesight 60 ft., passive Perception 14
  • Languages Celestial, Common
  • Challenge 9 (5,000 XP) Proficiency Bonus +4

All Seeing Eyes. The Inquisition has truesight 60ft. Within this radius, they can see the alignment of creatures as an aura around them.

Being of Good. When the Inquisition would receive Radiant Damage, they instead heal for half.

Alien Anatomy The Inquisition has Advantage on Concentration Checks. Creatures that the Inquisition does not reveal itself must make a DC 16 Wisdom Save to perceive it for the first time. Until they do, they are considered Blind against it.

Spellcasting. The Inquisition is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs no components to cast its spells. It has the following spells prepared:

Cantrips (at will): Light, sacred flame, thaumaturgy
1st level (4 slots): command, Guiding Bolt, Sanctuary
2nd level (3 slots): Branding Smite, hold person
3rd level (3 slots): bestow curse, clairvoyance
4th level (3 slots): Banishing Smite, Sickening Radiance (XGE)
5th level (2 slots): Greater Restoration, Flame Strike
6th level (1 slot): Sunbeam


Multiattack. The Inquisition may cast one Cantrip and use it's Tentacle Once.

Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) psychic damage; it is grappled (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or be stunned until this grapple ends.

Anoint. Target willing Good aligned creature gains the Anointed template (see right).

The Anointed

A chosen one of the Inquisition, these creatures can be any living being of Good Alignment-- though many will not accept this power, under the knowledge that nothing is given for free. Only the deceived, the naive, or those with nothing more to lose will accept this gift-- and burden.

The creature (which can be a player) gains the following:

Divine Smite. When the Anointed would deal damage with a weapon or unarmed attack, they may chose to deal additional damage equal to 2d8 Radiant Damage. Against creatures of Evil Alignment, this deals 3d8 instead. They may do this a number of times equal to their proficiency modifier per long rest.

Ever Vigilant. The Annointed does not need to sleep, and cannot be made to do so magically.

All-Knowing Eyes. The Anointed targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the Annointed's Wisdom (Insight) check. If the Anointed wins, it magically learns one fact or secret about the target, usually an evil act that the creature has committed. The target automatically wins if it is immune to being charmed.

Oppressive Omniscience. The Anointed is bonded to the Inquisition that anointed it. The Inquisition can see through the eyes of this creature, & hears their every thought. When the Inquisition would cast a spell targeting one or more creatures, it can choose to instead target any number of its Anointed, at any range.

If the Inquisition would cause the Anointed to make a Saving Throw, it can choose to give this creature advantage or disadvantage on its save.

Anointed Creatures remain anointed even after death, until the Inquisition is killed or it relinquishes control (usually through completing the terms of their agreement, if this servitude was entered into contractually).

Taxing Servitude. Every day the Anointed remains in service, they must make a DC 15 Constitution Save. On a failure, they gain a stack of exhaustion that is not removed by Long Rests. Spells like Greater Restoration may still remove it, and the Inquisition often rewards their Anointed by doing so. As long as they remain useful, the Anointed remain alive.

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