Inquisitor
Small or Medium • Humanoid • Lawful
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.
Initiative +3 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 16 (+3) | 14 (+2) | 14 (+2) | 13 (+1) | 12 (+1) |
Saving Throws Int +4
Skills Intimidation +5, Insight +3, Perception +5, Religion +4
Gear leather, light crossbow, shortsword (silvered)
Senses passive Perception 15
Languages Common
CR 2 (XP 450; PB +2)

Dread Bolstered. At the start of the inquisitor's turn, it gains 5 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 12, the target. Failure: The target becomes frightened until the end of the next inquisitor’s turn.
ACTIONS
Multiattack. The inquisitor makes two attacks, using Silvered Shortsword and Crossbow 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.
Silvered Shortsword. Melee Weapon Attack: +5, reach 5 ft. Hit: 6 (1d6 + 3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5, range 30/120 ft. Hit: 6 (1d6 + 3) piercing damage.
Spellcasting. The inquisitor casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12):
1/day: blindness/deafness, detect good and evil, detect magic, fear, zone of truth
BONUS ACTIONS
Thrice-Cursed (2/Day). The inquisitor casts hex. The target is also targeted by the following effect, Wisdom Saving Throw: DC 12. Failure: The target becomes frightened while affected by the spell.
Inquisitor
Small or Medium • Humanoid • Lawful
Armor Class 13
Hit Points 15 (3d8 + 3)
Speed 30 ft.
Initiative +3 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 13 (+1) | 12 (+1) | 12 (+1) | 11 (+0) | 11 (+0) |
Skills Intimidation +4, Insight +2, Perception +4, Religion +3
Gear leather, hand crossbow, shortsword (silvered)
Senses passive Perception 14
Languages Common
CR 1/4 (XP 50; PB +2)

Dread Bolstered. At the start of the inquisitor's turn, it gains 5 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 11, the target. Failure: The target becomes frightened until the end of the next inquisitor’s turn.
ACTIONS
Silvered Shortsword. Melee Weapon Attack: +3, reach 5 ft. Hit: 4 (1d6 + 1) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +3, range 30/120 ft. Hit: 4 (1d6 + 1) piercing damage.
BONUS ACTIONS
Thrice-Cursed (1/Day). The inquisitor casts hex. The target is also targeted by the following effect, Wisdom Saving Throw: DC 11. Failure: The target becomes frightened while affected by the spell.
Inquisitor
Small or Medium • Humanoid • Lawful
Armor Class 16
Hit Points 75 (10d8 + 30)
Speed 30 ft.
Initiative +3 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 16 (+3) | 16 (+3) | 15 (+2) | 14 (+2) |
Saving Throws Int +6, Wis +4, Cha +5
Skills Intimidation +8, Insight +5, Perception +8, Religion +6
Gear studded leather, light crossbow, shortsword (silvered)
Senses passive Perception 18
Languages Common
CR 5 (XP 1,800; PB +3)

Dread Bolstered. At the start of the inquisitor's turn, it gains 5 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 14, the target. Failure: The target becomes frightened until the end of the next inquisitor’s turn.
ACTIONS
Multiattack. The inquisitor makes two attacks, using Silvered Shortsword and Crossbow 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.
Silvered Shortsword. Melee Weapon Attack: +7, reach 5 ft. Hit: 11 (2d6 + 4) piercing damage.
Light Crossbow. Ranged Weapon Attack: +7, range 80/320 ft. Hit: 8 (1d8 + 4) piercing damage, and the target is poisoned until the end of its next turn.
Spellcasting. The inquisitor casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
2/day: blindness/deafness, detect good and evil, detect magic, fear, zone of truth
1/day: banishment
BONUS ACTIONS
Thrice-Cursed (3/Day). The inquisitor casts hex. The target is also targeted by the following effect, Wisdom Saving Throw: DC 14. Failure: The target becomes frightened while affected by the spell.
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.
