The Inquisitor

by Jadeor

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Masked Inquisitor

Masked Inquisitor

A figure stands dressed in red robes from head to toe. A perfectly crafted porcelain mask protects its face. Its eyes burn with silent hate, yet its voice is soft and almost gentle.

Undead Fanatics

Servants of Eyez'Kunda of the Many Eyes, these inquisitors are clerics whose devotion is so great that they have transcended death itself to serve her. They root out out heresy wherever they find it and enforce the devotion of their deity. They wear porcelain masks at all times. If removed, the mask reveals the head of a rotting corpse, with bits of dead flesh hanging off and insects crawling inside it. The corpse has an eye tattooed on its forehead. Further inspection will reveal 11 eye tattoos on the inquisitor's body, one for each of Eyez'Kunda's eyes. The inquisitor can shoot rays from its tattoos, but only if it removes its mask.

Darth Nihlus, by u/AndreBurt120



Masked Inquisitor

Medium undead, neutral evil


  • Armor Class 18, 16 without mask, (studded leather)
  • Hit Points 105 (13d10+39)
  • Speed 40ft, fly 25 ft

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 12 (+1) 17 (+3) 20 (+5)

  • Saving Throws Constitution +6, Wisdom +6
  • Skills Perception +6, Stealth +6
  • Damage Resistances Necrotic and poison
  • Damage Immunities Psychic
  • Condition Immunities Charmed, frightened
  • Senses Darkvision 60ft
  • Languages Common, telepathy (60ft)
  • Challenge 8

Mask. As long as the inquisitor is wearing its mask, it has a +2 to its AC and has advantage on all saving throws. Its mask has an AC of 20, and 10 hitpoints, but must be targeted directly by an attack to be damaged. An inquisitor may not make a ray attack while wearing its mask, and can take off or put on its mask as a bonus action. At the start of its turn, if the inquisitor is wearing its mask it regains 10 hitpoints.

Bonus Actions

Teleport. The inquisitor teleports up to 30 feet to an unoccupied space it can see.

Actions

Multiattack. The Inquisitor can make 1 sword attack and 1 ray attack, or 2 sword attacks.

Psyionic blade. Melee weapon attack: +7, 5 feet, one target. Hit 8 (1d10+4) slashing damage, 16 (3d10) psychic damage.

Ray. Ranged spell attack: +8, 60 feet, one target. Hit 13 (3d8) psychic damage. Roll 1d6, the target suffers one of the following effects:

  • 1 Pushing Ray. The creature is pushed 10 feet away from the inquisitor. They must make a DC 16 Dexterity throw or fall prone.

  • 2 Enervation Ray. The creature must make a DC 16 Constitution saving throw, taking 17 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.

  • 3 Fear ray. The creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • 4 Slowing Ray. The creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • 5 Telekinetic ray. The creature must succeed on a DC 16 Strength saving throw or the inquisitor moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the inquisitor’s next turn or until the inquisitor is incapacitated.

  • 6 Paralyzing Ray. The creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

  • Teleport. If a creature ends its turn within 10 feet of the inquisitor, it may teleport up to 20 feet to an unoccupied space it can see as a reaction.
 

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