Obsidian Tribunal Inquisitor

The Obsidian Tribunal Inquisitor was created to judge dangerous spellcasters who attempted to control the leyline beneath the tower. Over centuries, its mandate expanded. It now considers unauthorized movement, unsanctioned teleportation, and damage to tower property to be crimes worthy of magical confinement. The inquisitor believes the tower is a living legal instrument and that every creature inside it has already agreed to its jurisdiction by entering.

MediumHumanoid(Spellcaster)CR Challenge Rating 12Lawful neutral

Obsidian Tribunal Inquisitor

arcane tribunalobsidianleyline guardianspellcastercontrollertower bossforce magicinquisitor
HP168AC19SPD30 ft.CR12 (8,400 XP)ArcanaHistoryInsightInvestigationPerception
STR
8
DEX
14
CON
16
INT
20
save
WIS
16
save
CHA
18
save
Magic Resistance. The inquisitor has advantage on saving throws against spells and other magical effects.
Legendary Resistance. The inquisitor has two uses of Legendary Resistance. If it fails a saving throw, it can choose to succeed instead.
Spellcasting. The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Intelligence, with a spell save DC of 17 and a bonus to hit with spell attacks. It requires no material components for its spells unless a component has a listed cost.
Tribunal Concentration. The inquisitor can maintain concentration on one spell while concentrating on Wall of Force. When it begins concentrating on a second spell, the first spell ends as normal. Instead, once per short or long rest, the inquisitor can cast Wall of Force without concentration for 1 minute. During that time, the wall cannot be reshaped after creation.
Judicial Foresight. The inquisitor cannot be surprised while conscious, and it adds its Intelligence modifier to initiative rolls.
Obsidian Verdict. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 22 () force damage, and the target cannot benefit from invisibility until the start of the inquisitor's next turn.
Issue Restraint. The inquisitor targets one creature it can see within 90 feet. The target must succeed on a Wisdom saving throw or become restrained by spectral obsidian bands for 1 minute. A restrained creature can repeat the save at the end of each of its turns, ending the effect on a success. The effect ends early if the inquisitor becomes incapacitated.
Tribunal Step. The inquisitor teleports to an unoccupied space it can see within 60 feet. Each creature within 5 feet of the space it leaves or enters must succeed on a Dexterity saving throw or take 10 () force damage and be pushed 10 feet.
Counterspell. When a creature the inquisitor can see within 60 feet casts a spell, the inquisitor casts Counterspell using a spell slot of 3rd level or higher. If the spell is cast at 4th level or higher, the inquisitor makes an Intelligence check with a bonus against plus the spell's level. On a success, the spell fails and has no effect.
Measured Relocation. The inquisitor moves up to half its speed without provoking opportunity attacks.
Minor Verdict. The inquisitor makes one Obsidian Verdict attack.
Suspend Proceedings (Costs 2 Actions). One creature the inquisitor can see within 60 feet must succeed on a Wisdom saving throw or be unable to take reactions and have its speed halved until the end of its next turn.
Emergency Ruling (Costs 3 Actions). The inquisitor casts a spell of 3rd level or lower from its prepared spells, expending a spell slot as normal.
Cantrips
Mage HandConjuration The inquisitor can cast this spell at will without expending a spell slot.
MessageTransmutation The inquisitor can cast this spell at will without expending a spell slot.
Ray of FrostEvocation The inquisitor can cast this spell at will without expending a spell slot.
Minor IllusionIllusion The inquisitor can cast this spell at will without expending a spell slot.
1st level
Mage ArmorAbjuration The inquisitor casts this spell on itself before combat whenever possible.
ShieldAbjuration The inquisitor uses this spell to reposition or interrupt hostile movement.
2nd level
Mirror ImageIllusion The inquisitor uses this spell to create decoys and impose disadvantage on attacks against itself.
WebConjuration The inquisitor uses this spell to restrain enemies and create chokepoints.
3rd level
CounterspellAbjuration The inquisitor uses this spell to disable a key enemy without dealing damage.
SlowTransmutation The inquisitor uses this spell to impose disadvantage on attack rolls and ability checks against chosen targets.
4th level
Dimension DoorConjuration The inquisitor uses this spell to divide the battlefield or trap a dangerous creature away from its allies.
5th level
Synaptic StaticEnchantment The inquisitor uses this spell to disrupt multiple enemies at once. Each target in a 20-foot-radius sphere centered on a point within range must make an Intelligence saving throw, suffering psychic damage and a penalty to attack rolls, ability checks, and Constitution saving throws on a failure.
Wall of ForceEvocation The inquisitor creates an invisible wall of force that blocks physical passage and divides the battlefield. The wall lasts while the inquisitor concentrates, up to 10 minutes, and can be destroyed by Disintegrate.
Hold MonsterEnchantment The inquisitor attempts to paralyze one creature it can see within range. The target must make a Wisdom saving throw or become paralyzed, repeating the save at the end of each of its turns.
6th level
SymbolAbjuration The inquisitor marks a creature with a psychic legal seal. The target must make a Wisdom saving throw or become frightened and have disadvantage on ability checks and attack rolls while it can see the inquisitor.
Globe of InvulnerabilityAbjuration The inquisitor creates a magical barrier around itself that blocks spells and magical effects of 5th level or lower for the duration.
Visual sheet

Turn Obsidian Tribunal Inquisitor into a sheet

A high-res, share-ready sheet you can post or print.

Gallery

No images yet. Click to add.

Relationships