Inquisitor of the Mind Fire
Small or Medium Humanoid, Lawful NeutralAC 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.