Monster
Inquisitor of the Mind Fire
Outside your table’s allowed sources
Official reference · VRGR · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 16 (breastplate)
- Hit points
- 77 (14d8 + 14)
- Speed
- Walk 30 ft.
- Challenge rating
- 8
- Strength
- 10
- Dexterity
- 14
- Constitution
- 12
- Intelligence
- 17
- Wisdom
- 16
- Charisma
- 19
- Passive Perception
- 16
- Saving Throws
- int: +6; wis: +6; cha: +7
- Skills
- insight: +6; perception: +6
- Senses
- truesight 30 ft.
- Languages
- any three languages, telepathy 120 ft.
- Condition Immunities
- charmed, frightened
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.
Innate Spellcasting (Psionics)
The inquisitor casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):
At will: arcane eye, calm emotions, detect magic, detect thoughts, dispel magic, sending, suggestion
1/day each: mass suggestion, modify memory