Grand Inquisitor
A government inquisitor commands oppressive forces and reads minds with a single searching glare, leaving anyone who lingers nearby frightened and exposed.
A grand inquisitor leads powerful governmental forces. They're often champions of oppressive empires or overzealous intelligence networks.
In play
- 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.
Level 15
Perception +28 · Senses (31 to Sense Motive) · Languages Common · Skills Athletics +25, Deception +27, Diplomacy +30, Intimidation +30, Society +28
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +5 | +2 | +2 | +3 | +5 | +4 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 38 | +26 | +20 | +28 |
HP 215
Speed 25 feet
Actions
- Melee Scimitar [Single Action] +30 (Forceful, Magical, Sweep), Damage 2d6+15 slashing
- Melee Starknife [Single Action] +30 (Agile, deadly d6, Magical, versatile S), Damage 2d4+15 piercing
- Melee Fist [Single Action] +30 (Agile, Nonlethal, Unarmed), Damage 1d4+15 bludgeoning
- Ranged Starknife [Single Action] +27 (Agile, deadly d6, Magical, thrown 20 feet, versatile S), Damage 2d4+15 piercing
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