Obsidian Tribunal Inquisitor - AI-generated fantasy Monster

Obsidian Tribunal Inquisitor

The Obsidian Tribunal claims that reality itself must be governed by binding precedent. Its inquisitors enforce this doctrine through shard magic, compelling creatures to obey commands spoken in the Tribunal's name. The inquisitor overseeing Stop the Shard Binding believes the ritual will establish a permanent legal anchor between the mortal world and the realm beyond the shard.

MediumHumanoid(Humanoid)CR Challenge Rating 2Lawful Evil

Obsidian Tribunal Inquisitor

controllerspellcastercult leaderritualistobsidianshard bindingdark fantasy
HP33AC+4SPD30 ft.CR2 (450 XP)DeceptionInsightIntimidationReligion
STR
8
DEX
14
CON
12
INT
10
WIS
15
save
CHA
14
save
Dark Devotion. The inquisitor has advantage on saving throws against being charmed. If the inquisitor fails a saving throw against being charmed, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The inquisitor is a 3rd-level spellcaster. Its spellcasting ability is Wisdom, with a spell save DC of 12 and to hit with spell attacks. It requires a crozier or obsidian shard as a spellcasting focus.
Ritual Concentration. The inquisitor has advantage on Constitution saving throws made to maintain concentration on spells. If it is concentrating on Spiritual Weapon, that spell ends when the inquisitor loses concentration.
Shard Tribunal Link. The inquisitor can communicate telepathically with any creature touching or carrying a shard bound to the Tribunal, provided that creature is within 60 feet.
Multiattack. The inquisitor makes one Obsidian Crozier attack and uses Command or Spiritual Weapon, if available.
Obsidian Crozier. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () bludgeoning damage plus 3 () necrotic damage.
Command. The inquisitor targets one creature it can see within 60 feet. The target must succeed on a Wisdom saving throw or follow a one-word command on its next turn, as described in the command spell. Undead and creatures immune to being charmed are unaffected.
Spiritual Weapon. The inquisitor summons a floating weapon of black glass in an unoccupied space within 60 feet. The weapon lasts for 1 minute, until the inquisitor loses concentration, or until the inquisitor is incapacitated. When the weapon appears, the inquisitor can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes 5 () force damage. On each subsequent turn, the inquisitor can use a bonus action to move the weapon up to 20 feet and repeat the attack. The weapon disappears if it is ever more than 60 feet from the inquisitor.
Sustained Objection. When a creature the inquisitor can see within 30 feet succeeds on a saving throw against one of the inquisitor's spells, the inquisitor imposes a whispered objection. The creature must succeed on a Charisma saving throw or have its speed reduced by 10 feet until the end of its next turn.
Cantrips
ThaumaturgyTransmutation The inquisitor causes a flame to flare, dim, or extinguish, or creates a harmless sensory effect within range.
Sacred FlameEvocation A creature within range must succeed on a Dexterity saving throw or take 1d8 radiant damage.
Minor IllusionIllusion The inquisitor creates a sound or image that lasts briefly and can distract, mislead, or conceal the ritual's progress.
1st level
CommandEnchantment The inquisitor commands one creature it can see within range to obey a one-word order on its next turn, such as approach, drop, flee, or grovel. The target makes a DC 12 Wisdom saving throw.
Cure WoundsEvocation The inquisitor touches a willing creature and restores 1d8 + 2 hit points.
Blessing of the TribunalEnchantment The inquisitor gains advantage on Constitution saving throws made to maintain concentration for up to 1 hour.
2nd level
Spiritual WeaponEvocation The inquisitor creates a floating spectral weapon that attacks as a bonus action and deals 1d8 + 1 force damage on a hit.
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