A medieval world filled with magic, fantasy beasts and pirates!
Played | 36 times |
Cloned | 1 times |
Created | 19 days ago |
Last Updated | 1 days ago |
Visibility | Public |

Description
Inquisitors are ruthless hunters of magic users, employing strategic tactics to isolate and eliminate their targets. They utilize their magic detection abilities to sense and disrupt magical auras, making them formidable foes in combat.
Size | Medium |
Type | Humanoid |
CR | 3 |
XP | 700 |
Languages | Common, Infernal |
Armor Class | 15 |
HP Range | 45 - 45 (Avg: 45) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Counterspell (1/day)
When a creature casts a spell within 60 feet of the Inquisitor, they can use their reaction to cast Counterspell (DC 14). If successful, the spell is negated.
Gag Order (Recharge 5-6)
The Inquisitor can target a creature within 30 feet and cast Silence (self only) for 1 minute. The creature cannot cast spells or speak while in the area of effect.
Longsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Magic Disruptor Shot
Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 6 (1d8 + 2) force damage. The target must make a DC 13 Constitution saving throw or have disadvantage on their next spellcasting ability check.
Multiattack
The Inquisitor makes two attacks: one with their Longsword and one with Magic Disruptor Shot.