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<blockquote data-quote="BOZ" data-source="post: 137182" data-attributes="member: 1241"><p>INQUISITOR</p><p>Medium-Size Undead</p><p>Hit Dice: 6d12+3 (42 hp)</p><p>Initiative: +4 (Improved Initiative)</p><p>Speed: 30 ft.</p><p>AC: 16 (+6 natural)</p><p>Attacks: Whip +9 melee, claw +5 melee</p><p>Damage: Whip 1d4+6, claw 1d6+3 and disease</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: Frightful presence, paralyzing gaze, disease, torture</p><p>Special Qualitites: Undead</p><p>Saves: Fort +4, Ref +2, Will +8</p><p>Abilities: Str 22, Dex 10, Con ---, Int 14, Wis 16, Cha 18</p><p>Skills: Bluff +13, Hide +8, Intimidate +17, Move Silently +8, Search +10, Sense Motive +9</p><p>Feats: Great Fortitude, Improved Initiative, Toughness, Weapon focus (Whip)</p><p></p><p>Climate/Terrain: Any underground</p><p>Organization: Solitary</p><p>Challenge Rating: 5</p><p>Treasure: Standard</p><p>Alignment: Always lawful evil</p><p>Advancement: 7-18 HD (Medium-Size)</p><p></p><p>Inquisitors are powerful undead creatures, created by evil wizards as the ultimate in sheer terror and torture. These shambling, rotting horrors are ancient experts in torture, perfecting their techniques on any available victim. Most inquisitors were created hundreds, if not thousands of years ago and are cursed to cause pain for eternity. Many of these creatures are imprisoned by more powerful beings, and forced to work their art to extract information from prisoners. Some have no master, and dwell in dark places where they work on prisoners of their own.</p><p> These ghastly creatures lair in dungeons, caves, or even underneath towns where they keep their torture chambers in secret. This lair is filled with many devices, such as racks, iron maidens, thumb screws, vices, clamps, and even more exotic devices that the creature has devised of its own accord. Though no bribe can actually stay in inquisitor's hand, it often keeps items offered to it for its own personal hoard. It only really uses this treasure to buy new devices, or purchase captives.</p><p> Inquisitors appear very similarly to zombies, or other types of undead, but are much more hideous. They often wear black hoods to hide their gruesomeness, but are just as likely to expose their mucous-ridden eyes and mouths. The hands of an inquisitor are charred from many years of using red-hot torture implements, and have thick yellow nails that are used like claws.</p><p> An inquisitor speaks Common and may know several other languages, as per its region.</p><p></p><p>COMBAT</p><p>Inquisitors live for torture, and when in need of more victims, it will seek them out and capture them. The creature attempts to paralyze as many humanoids with its gaze attack as it can, then it begins to attack in melee with its whip and nails. When it successfully manages to incapacitate a victim, it will return to its lair, chain and shackle the victim to a table, and begin its torture with glee.</p><p> Frightful Presence (Ex): An inquisitor is so horrifying in appearance, and its reputation is so renowned that it can inspire terror in all who see it. Affected creatures must succeed at a Will save (DC 17) or become frightened. The creature is so terrifying that this effect lasts 1d6 rounds even after fleeing it.</p><p> Paralyzing Gaze (Su): The inquisitor's gaze can paralyze a single victim per round, unless the victim succeeds at a Will save (DC 17). This paralysis lasts for 1d4 hours. This attack can be used in addition to any physical attacks made in that round. Any victim who makes a successful saving throw will never be affected by that particular inquisitor's gaze attack again.</p><p> Disease (Su): The claw attack of an inquisitor carries a powerful wasting disease. Any victim hit by the claw attack must succeed at a Fortitude save (DC 17) or begin to lose one point of Strength and one point of Constitution temporarily per day. This condition continues and persists until a cure disease spell is cast to cure the victim and restore lost ability points. If either the character's Strength or Constitution reaches zero, it dies.</p><p> Torture (Ex): The inquisitor's torture techniques are designed to cause considerable pain and disfigurement, and eventually death. After every day the inquisitor spends torturing a victim, the victim must make a Will save (DC 17) to avoid going insane. Insane victims may still attempt to escape and defend themselves, but are unable to distinguish friends from foes, or interact with familiar situations. This insanity lasts for 1d4 weeks after the torture has ended.</p><p> A character tortured by an inquisitor loses one point of Charisma permanently, though this point can be regained by a heal or restoration spell.</p><p> Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p><p></p><p>The inquisitor first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook), and later in the Monstrous Compendium Annual Four (1998).</p></blockquote><p></p>
[QUOTE="BOZ, post: 137182, member: 1241"] INQUISITOR Medium-Size Undead Hit Dice: 6d12+3 (42 hp) Initiative: +4 (Improved Initiative) Speed: 30 ft. AC: 16 (+6 natural) Attacks: Whip +9 melee, claw +5 melee Damage: Whip 1d4+6, claw 1d6+3 and disease Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Frightful presence, paralyzing gaze, disease, torture Special Qualitites: Undead Saves: Fort +4, Ref +2, Will +8 Abilities: Str 22, Dex 10, Con ---, Int 14, Wis 16, Cha 18 Skills: Bluff +13, Hide +8, Intimidate +17, Move Silently +8, Search +10, Sense Motive +9 Feats: Great Fortitude, Improved Initiative, Toughness, Weapon focus (Whip) Climate/Terrain: Any underground Organization: Solitary Challenge Rating: 5 Treasure: Standard Alignment: Always lawful evil Advancement: 7-18 HD (Medium-Size) Inquisitors are powerful undead creatures, created by evil wizards as the ultimate in sheer terror and torture. These shambling, rotting horrors are ancient experts in torture, perfecting their techniques on any available victim. Most inquisitors were created hundreds, if not thousands of years ago and are cursed to cause pain for eternity. Many of these creatures are imprisoned by more powerful beings, and forced to work their art to extract information from prisoners. Some have no master, and dwell in dark places where they work on prisoners of their own. These ghastly creatures lair in dungeons, caves, or even underneath towns where they keep their torture chambers in secret. This lair is filled with many devices, such as racks, iron maidens, thumb screws, vices, clamps, and even more exotic devices that the creature has devised of its own accord. Though no bribe can actually stay in inquisitor's hand, it often keeps items offered to it for its own personal hoard. It only really uses this treasure to buy new devices, or purchase captives. Inquisitors appear very similarly to zombies, or other types of undead, but are much more hideous. They often wear black hoods to hide their gruesomeness, but are just as likely to expose their mucous-ridden eyes and mouths. The hands of an inquisitor are charred from many years of using red-hot torture implements, and have thick yellow nails that are used like claws. An inquisitor speaks Common and may know several other languages, as per its region. COMBAT Inquisitors live for torture, and when in need of more victims, it will seek them out and capture them. The creature attempts to paralyze as many humanoids with its gaze attack as it can, then it begins to attack in melee with its whip and nails. When it successfully manages to incapacitate a victim, it will return to its lair, chain and shackle the victim to a table, and begin its torture with glee. Frightful Presence (Ex): An inquisitor is so horrifying in appearance, and its reputation is so renowned that it can inspire terror in all who see it. Affected creatures must succeed at a Will save (DC 17) or become frightened. The creature is so terrifying that this effect lasts 1d6 rounds even after fleeing it. Paralyzing Gaze (Su): The inquisitor's gaze can paralyze a single victim per round, unless the victim succeeds at a Will save (DC 17). This paralysis lasts for 1d4 hours. This attack can be used in addition to any physical attacks made in that round. Any victim who makes a successful saving throw will never be affected by that particular inquisitor's gaze attack again. Disease (Su): The claw attack of an inquisitor carries a powerful wasting disease. Any victim hit by the claw attack must succeed at a Fortitude save (DC 17) or begin to lose one point of Strength and one point of Constitution temporarily per day. This condition continues and persists until a cure disease spell is cast to cure the victim and restore lost ability points. If either the character's Strength or Constitution reaches zero, it dies. Torture (Ex): The inquisitor's torture techniques are designed to cause considerable pain and disfigurement, and eventually death. After every day the inquisitor spends torturing a victim, the victim must make a Will save (DC 17) to avoid going insane. Insane victims may still attempt to escape and defend themselves, but are unable to distinguish friends from foes, or interact with familiar situations. This insanity lasts for 1d4 weeks after the torture has ended. A character tortured by an inquisitor loses one point of Charisma permanently, though this point can be regained by a heal or restoration spell. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. The inquisitor first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook), and later in the Monstrous Compendium Annual Four (1998). [/QUOTE]
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