Inquisitor of the Mind Fire

Small or Medium Humanoid, Lawful Neutral
RHW

AC 16

HP 104 (16d8 + 32)

Speed 30 ft.

STR

10 (+0)

Save +0

DEX

14 (+2)

Save +2

CON

15 (+2)

Save +2

INT

17 (+3)

Save +6

WIS

16 (+3)

Save +6

CHA

21 (+5)

Save +8

Saving Throws INT +6, WIS +6, CHA +8

Skills Insight +6, Perception +6

Condition Immunities Charmed, Frightened

Senses Truesight 30 ft., Passive Perception 16

Languages Common plus two other languages

CR 8

Actions

Multiattack. 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.

Silvered Longsword. 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.

Inquisitor's Command (Recharge 5+). wis 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.

Mind Fire. int 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.