DUMB DECISION TTRPG · Library

Inquisitor of the Mind Fire

Medium humanoid, Any alignment

Armor Class 16 ({@item breastplate|PHB})

Hit Points 77 (14d8 + 14)

Speed 30 ft.

STR 10 (+0)
DEX 14 (+2)
CON 12 (+1)
INT 17 (+3)
WIS 16 (+3)
CHA 19 (+4)

Saving Throws INT +6, WIS +6, CHA +7

Skills Insight +6, Perception +6

Condition Immunities charmed, frightened

Senses truesight 30 ft., passive Perception 16

Languages any three languages, telepathy 120 ft.

Challenge 8

Actions

Multiattack. The inquisitor attacks twice with its Silver Longsword or uses Mind Fire twice.

Silver Longsword. Melee Weapon Attack: +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.

Mind Fire. 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.

Inquisitor's Command (Recharge 5–6). 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.

Source

VRGR, p. 248