Inquisitor of the Tome
Van Richten's Guide to Ravenloft p. 249
- Size
- Medium
- Type
- humanoid
- AC
- 11 (14 with mage armor)
- Hit Points
- 77 (14d8+14)
- Speed
- walk 30 ft.
- Saving Throws
- Int +7, Wis +6, Cha +5
- Skills
- Arcana +10, History +7, Nature +7, Religion +10
- Condition Immunities
- charmed, frightened
- Senses
- truesight 30 ft.
- Passive Perception
- 13
- Languages
- any four languages, telepathy 120 ft.
- Challenge
- 8
- Lineage
- Inquisitor
Traits
Innate Spellcasting (Psionics)
The inquisitor casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (spell saveDC 15):
- At will: detect magic, dispel magic, levitate, mage armor, mage hand, sending
- 1/day each: Otiluke's resilient sphere, telekinesis
Actions
Multiattack
The inquisitor attacks twice.
Force Bolt
Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 22 (4d8 + 4) force damage, and if the target is a Large or smaller creature, the inquisitor can push it up to 10 feet away.
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.
Implode (Recharge 4-6)
Each creature in a 20-foot-radius sphere centered on a point the inquisitor can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or take 31 (6d8 + 4) force damage and be knocked prone and moved to the unoccupied space closest to the sphere's center. Large and smaller objects that aren't being worn or carried in the sphere automatically take the damage and are similarly moved.
recharge
D4
Reactions
Telekinetic Deflection
In response to being hit by an attack roll, the inquisitor increases its AC by 4 against the attack. If this causes the attack to miss, the attacker is hit by the attack instead.