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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8601648" data-attributes="member: 53176"><p><h3>Drow Inquisitor (MToF)</h3><p></p><p>As a shock to absolutely nobody, it turns out that fostering a society of treacherous backstabbers isn't conducive to having a long lasting community. Drow Inquisitors are there to root out the worst offenders and those who would otherwise totally undermine Lolth's control over a populace.</p><p></p><p>Despite being a CR 14 cleric of the Spider Queen, it is incredibly easy to make a god-agnostic (I did not intend to make that pun) Inquisitor to serve any church or organization that you want. The only issue is deciding how many of their previously innate Drow spells you want to keep around for their utility. Personally, I recommend keeping most, if not all, of them. Changing races on stat blocks is a topic I plan on going more in-depth with for our next batch of creatures, the Duergar (due to the fact that their racial magic is extremely customized on a per-monster basis)</p><p></p><p>The Inquisitor shines in non-combat encounters, the ability to detect lies by just hearing them, <em>True Seeing</em> for piercing illusions, <em>Clairvoyance</em> to remotely spy, and towering social scores to counter just about every plot the PCs can come up with. It would be appropriate to have them show up (plus their entourage) as a dramatic surprise encounter even if the PCs manage to otherwise perfectly execute their plans.</p><p></p><p>In combat, the Inquisitor will set up with their Spectral Dagger bonus action for some free damage and <em>Silence</em> in order to hamper enemy spellcasters. Death lance is their primary attack, and it can prevent healing.<em> True Seeing</em> is a nice pre-combat buff that can synergize with the <em>Darkness</em> of other Drow. Once again, <em>Dispel magic</em> is the counter magic of choice should that option arise. Unfortunately, for all their bluster, the Inquisitor is only truly strong when directing a group of underlings. Fortunately for them, they are the leaders of a cult with all the resources that implies, and on top of that they have a variant that can summon a Yothlol to aid them in combat. Providing some much needed control and muscle.</p><p></p><p>The Inquisitor was heavily changed in this book. Only 13 of their 31 spells remain, and most of those are for flavor or out of combat use. Lost are priestly aces such as<em> Cure Wounds, Banishment,</em> and <em>Freedom of Movemen</em>t (that last one is really handy around spider webs). <em>Spectral Weapon</em> became the Spectral Dagger Bonus action to supplement their damage. Their new stat block is about half the size of their old stat block, it's quite the change to behold.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8601648, member: 53176"] [HEADING=2]Drow Inquisitor (MToF)[/HEADING] As a shock to absolutely nobody, it turns out that fostering a society of treacherous backstabbers isn't conducive to having a long lasting community. Drow Inquisitors are there to root out the worst offenders and those who would otherwise totally undermine Lolth's control over a populace. Despite being a CR 14 cleric of the Spider Queen, it is incredibly easy to make a god-agnostic (I did not intend to make that pun) Inquisitor to serve any church or organization that you want. The only issue is deciding how many of their previously innate Drow spells you want to keep around for their utility. Personally, I recommend keeping most, if not all, of them. Changing races on stat blocks is a topic I plan on going more in-depth with for our next batch of creatures, the Duergar (due to the fact that their racial magic is extremely customized on a per-monster basis) The Inquisitor shines in non-combat encounters, the ability to detect lies by just hearing them, [I]True Seeing[/I] for piercing illusions, [I]Clairvoyance[/I] to remotely spy, and towering social scores to counter just about every plot the PCs can come up with. It would be appropriate to have them show up (plus their entourage) as a dramatic surprise encounter even if the PCs manage to otherwise perfectly execute their plans. In combat, the Inquisitor will set up with their Spectral Dagger bonus action for some free damage and [I]Silence[/I] in order to hamper enemy spellcasters. Death lance is their primary attack, and it can prevent healing.[I] True Seeing[/I] is a nice pre-combat buff that can synergize with the [I]Darkness[/I] of other Drow. Once again, [I]Dispel magic[/I] is the counter magic of choice should that option arise. Unfortunately, for all their bluster, the Inquisitor is only truly strong when directing a group of underlings. Fortunately for them, they are the leaders of a cult with all the resources that implies, and on top of that they have a variant that can summon a Yothlol to aid them in combat. Providing some much needed control and muscle. The Inquisitor was heavily changed in this book. Only 13 of their 31 spells remain, and most of those are for flavor or out of combat use. Lost are priestly aces such as[I] Cure Wounds, Banishment,[/I] and [I]Freedom of Movemen[/I]t (that last one is really handy around spider webs). [I]Spectral Weapon[/I] became the Spectral Dagger Bonus action to supplement their damage. Their new stat block is about half the size of their old stat block, it's quite the change to behold. [/QUOTE]
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