Arcanist Inquisitor, Knight

Family: Arcanist Inquisitor

Medium humanoid (any race), any

Armor Class 18 (chain mail, shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 12 (+1) 15 (+2) 13 (+1)

Skills Insight +4, Investigation +3, Perception +4
Senses passive Perception 14
Languages any two languages
Challenge 3 (700 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Brave. The inquisitor knight has advantage on saving throws against being frightened.
  • Discerning. The inquisitor knight has advantage on saving throws against illusions.
  • Mark. When the inquisitor knight hits a creature with a melee weapon attack, the knight marks that creature until the end of the knight’s next turn. The mark ends early if the knight becomes incapacitated or dies, or someone else marks the same creature. While the marked creature is within the knight’s reach, it has disadvantage on attack rolls against creatures other than the knight.

ACTIONS

  • Multiattack. The inquisitor knight makes two attacks.
  • Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands to make a melee attack, and Mark.
  • Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage and, if used to make a melee attack, and Mark.

REACTIONS

  • Marked Control. If a creature subjected to the inquisitor knight’s Mark moves while within 5 feet of the knight, the knight can make a melee attack against that creature. On a hit, the creature’s speed drops to 0 until the end of their current turn.
Section 15: Copyright Notice

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

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