Arcanist Inquisitor, Judge

Family: Arcanist Inquisitor

Medium humanoid (any race), any lawful

Armor Class 18 (plate)
Hit Points 112 (15d8 + 45)
Speed 30 ft.

18 (+4) 10 (+0) 16 (+3) 12 (+1) 14 (+2) 16 (+3)

Skills Insight +6, Investigation +5, Perception +6, Religion +5
Senses passive Perception 16
Languages any two languages
Challenge 9 (5,000 XP)
Proficiency Bonus +4


  • Aura of Clarity. While within 10 feet of a conscious inquisitor judge, creatures of the judge’s choice can’t be blinded or frightened, and creatures and objects can be invisible only if the judge allows it.
  • Brand Heretic (Recharges after a Short or Long Rest). As a bonus action, the inquisitor judge chooses one creature the judge can see within 30 feet of it. The judge marks the target as a heretic. For 1 minute, the judge’s weapon attack rolls against the heretic score a critical hit on a roll of 19 or 20. At the start of each of the heretic’s turns, the judge can use a reaction to make one weapon attack against the heretic.
  • Smite. When the inquisitor judge hits with a melee weapon attack, it can expend one spell slot to deal extra radiant damage. The extra damage is 9 (2d8) for a 1stlevel spell slot, 13 (3d8) for a 2nd-level one, and 18 (4d8) for a 3rd level slot.
  • Spellcasting. The inquisitor judge is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14). The judge has the following paladin spells prepared:


  • Multiattack. The judge makes two greatsword attacks.
  • Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and 4 (1d8) radiant damage.
Section 15: Copyright Notice

Grim Hollow: The Monster Grimoire © 2021, Ghostfire Gaming Pty Ltd. Author: Shawn Merwin

This is not the complete section 15 entry - see the full license for this page