Grand Inquisitor
Creature 15 — human, humanoid
WeaverAnvilLANDhumanhumanoid
A grand inquisitor leads powerful governmental forces. They're often champions of oppressive empires or overzealous intelligence networks. Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.
Source: pathfinder-npc-core
Perception +28; (+31 to Sense Motive)
Languages common
Skills athletics +25, deception +27, diplomacy +30, intimidation +30, society +28
Str
+5
Dex
+2
Con
+2
Int
+3
Wis
+5
Cha
+4
Items Scimitar, Starknife, Full Plate
AC 38
Fort +26
Ref +20
Will +28
+23 Reflex vs. damaging effects
HP 215
Speed 25 feet
Offense
Melee Scimitar (forceful, magical, sweep) +30, Damage 2d6+15 slashing
Melee Starknife (agile, deadly-d6, magical, versatile-s) +30, Damage 2d4+15 piercing
Ranged Starknife (agile, deadly-d6, magical, thrown-20, versatile-s) +27, Damage 2d4+15 piercing
Melee Fist (agile, nonlethal, unarmed) +30, Damage 1d4+15 bludgeoning
Abilities
+3 to Sense Motive —
+3 to Reflex vs. Damaging Effects —
Reactive Strike — If the grand inquisitor's attack hits and this reaction was triggered by a Frightened creature, the triggering action is disrupted.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Searching Gaze (aura, emotion, fear, mental, visual) — 30 feet. When an opponent ends its turn in the aura, it must attempt a DC 36 Will save or it becomes Frightened 1 (Frightened 2 on a critical failure), and the grand inquisitor learns its surface thoughts (and underlying motive on a critical failure).
Symbol of Loyalty (aura, emotion, mental, visual) — 60 feet. Allies in the aura who are 14th level and lower and are loyal to the grand inquisitor's cause get a +3 status bonus to Will saves.
Condemn (incapacitation, linguistic) — The grand inquisitor Demoralizes. On a success, the target is Stunned with a value equal to its Frightened condition.
I Am the Law! (auditory, linguistic) — The grand inquisitor vows to bring down all the fury of a nation down upon their foes. Up to three lower-level allies within 60-foot emanation{60 feet} of the grand inquisitor can use their reaction to Grapple, Strike, or Trip with a +2 status bonus.
Twisting Fear — The grand inquisitor's Strikes deal an extra 3d6 precision damage to Frightened creatures.
WORKS WELL WITH
AnvilLANDThe Anvil's frontline presence creates a priority dilemma as enemies choose between engaging the durable threat or enduring the inquisitor's fear aura.
CrasherLANDThe Crasher's forced movement pushes foes into Searching Gaze range, creating a positioning tension.
MenderLANDThe Mender sustains the inquisitor through the close-range exposure its aura demands, resolving a tempo tension.
PUNISHES
✖ low Will✖ proximity✖ movement
Works well with · Punishes · Pairing advice
Unlock with Tactics
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