High Inquisitor
Small or Medium • Humanoid • Lawful
Armor Class 16
Hit Points 153 (18d8 + 72)
Speed 30 ft.
Initiative +8 (18)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 18 (+4) | 18 (+4) | 18 (+4) | 16 (+3) | 17 (+3) |
Skills Intimidation +11, Insight +7, Investigation +8, Perception +7, Religion +8
Condition Immunities charmed, frightened
Gear pistol, shortsword, studded leather
Senses passive Perception 17
Languages Common plus one other language
CR 10 (XP 5,900; PB +4)

Dread Bolstered. At the start of the inquisitor's turn, it gains 10 temporary hit points for 1 minute for each creature that is frightened of it. When the inquisitor scores a critical hit against a creature, Wisdom Saving Throw: DC 16, the target. Failure: The target becomes frightened until the end of the next inquisitor’s turn.
Supernatural Sense. The inquisitor learns the true creature type of any creature that is affected by its zone of truth for at least 1 minute, provided the creature is not affected by spells like nondetection, mind blank, or similar magic.
Stern Authority. While in a 30-foot emanation originating from the inquisitor, allied creatures have advantage on saving throws against being charmed or frightened.
ACTIONS
Multiattack. The inquisitor makes two attacks, using Consecrated Shortsword and Pistol in any combination. If both attacks hit the same creature, the second attack scores a critical hit on a roll of 18 or 20 on a d20. The inquisitor can replace one of these attacks with a use of Spellcasting.
Consecrated Shortsword. Melee Weapon Attack: +8, reach 5 ft. Hit: 14 (3d6 + 4) piercing damage plus 16 (3d10) radiant damage.
Pistol. Ranged Weapon Attack: +8, range 30/90 ft. Hit: 15 (2d10 + 4) piercing damage plus 13 (3d8) poison damage.
Spellcasting. The inquisitor casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):
At will: detect evil and good, detect thoughts, zone of truth
2/day: command, fear, silence
1/day: blade barrier, compulsion, dispel evil and good, faithful hound, hold monster
BONUS ACTIONS
Thrice-Cursed (2/Day). The inquisitor casts hex. The target is also targeted by the following effect, Wisdom Saving Throw: DC 16. Failure: The target becomes frightened while affected by the spell.
REACTIONS
No Escape. Trigger: A hostile creature within 30 feet of the inquisitor moves away from it. Response: The inquisitor moves up to its speed towards it.
High Inquisitor
Small or Medium • Humanoid • Lawful
Armor Class 15
Hit Points 112 (15d8 + 45)
Speed 30 ft.
Initiative +6 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 16 (+3) | 16 (+3) | 16 (+3) | 14 (+2) | 15 (+2) |
Skills Intimidation +9, Insight +5, Investigation +6, Perception +5, Religion +6
Condition Immunities charmed, frightened
Gear pistol, shortsword, studded leather
Senses passive Perception 15
Languages Common plus one other language
CR 7 (XP 2,900; PB +3)

Dread Bolstered. At the start of the inquisitor's turn, it gains 10 temporary hit points for 1 minute for each creature that is frightened of it. When the inquisitor scores a critical hit against a creature, Wisdom Saving Throw: DC 16, the target. Failure: The target becomes frightened until the end of the next inquisitor’s turn.
Supernatural Sense. The inquisitor learns the true creature type of any creature that is affected by its zone of truth for at least 1 minute, provided the creature is not affected by spells like nondetection, mind blank, or similar magic.
Stern Authority. While in a 30-foot emanation originating from the inquisitor, allied creatures have advantage on saving throws against being charmed or frightened.
ACTIONS
Multiattack. The inquisitor makes two attacks, using Consecrated Shortsword and Pistol in any combination. If both attacks hit the same creature, the second attack scores a critical hit on a roll of 19 or 20 on a d20. The inquisitor can replace one of these attacks with a use of Spellcasting.
Consecrated Shortsword. Melee Weapon Attack: +6, reach 5 ft. Hit: 10 (2d6 + 3) piercing damage plus 11 (2d10) radiant damage.
Pistol. Ranged Weapon Attack: +6, range 30/90 ft. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) poison damage.
Spellcasting. The inquisitor casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: detect evil and good, detect thoughts, zone of truth
2/day: command, fear, silence
1/day: compulsion, dispel evil and good, faithful hound, hold person
BONUS ACTIONS
Thrice-Cursed (2/Day). The inquisitor casts hex. The target is also targeted by the following effect, Wisdom Saving Throw: DC 16. Failure: The target becomes frightened while affected by the spell.
REACTIONS
No Escape. Trigger: A hostile creature within 30 feet of the inquisitor moves away from it. Response: The inquisitor moves up to its speed towards it.
High Inquisitor
Small or Medium • Humanoid • Lawful
Armor Class 17
Hit Points 218 (23d8 + 115)
Speed 30 ft.
Initiative +10 (20)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 20 (+5) | 20 (+5) | 20 (+5) | 18 (+4) | 19 (+4) |
Skills Intimidation +13, Insight +9, Investigation +10, Perception +9, Religion +10
Condition Immunities charmed, frightened
Gear pistol, shortsword, studded leather
Senses passive Perception 19
Languages Common plus one other language
CR 13 (XP 10,000; PB +5)

Dread Bolstered. At the start of the inquisitor's turn, it gains 15 temporary hit points for 1 minute for each creature that is frightened of it. When the inquisitor scores a critical hit against a creature, Wisdom Saving Throw: DC 16, the target. Failure: The target becomes frightened until the end of the next inquisitor’s turn.
Supernatural Sense. The inquisitor learns the true creature type of any creature that is affected by its zone of truth for at least 1 minute, provided the creature is not affected by spells like nondetection, mind blank, or similar magic.
Stern Authority. While in a 30-foot emanation originating from the inquisitor, allied creatures have advantage on saving throws against being charmed or frightened.
ACTIONS
Multiattack. The inquisitor makes two attacks, using Consecrated Shortsword and Pistol in any combination. If both attacks hit the same creature, the second attack scores a critical hit on a roll of 17 or 20 on a d20. The inquisitor can replace one of these attacks with a use of Spellcasting.
Consecrated Shortsword. Melee Weapon Attack: +10, reach 5 ft. Hit: 19 (4d6 + 5) piercing damage plus 22 (4d10) radiant damage.
Pistol. Ranged Weapon Attack: +10, range 30/90 ft. Hit: 21 (3d10 + 5) piercing damage plus 18 (4d8) poison damage.
Spellcasting. The inquisitor casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):
At will: detect evil and good, detect thoughts, zone of truth
3/day: command, fear, silence
2/day: blade barrier, compulsion, dispel evil and good, faithful hound, hold monster
BONUS ACTIONS
Thrice-Cursed (3/Day). The inquisitor casts hex. The target is also targeted by the following effect, Wisdom Saving Throw: DC 16. Failure: The target becomes frightened while affected by the spell.
REACTIONS
No Escape. Trigger: A hostile creature within 30 feet of the inquisitor moves away from it. Response: The inquisitor moves up to its speed towards it.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
