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Ultari Inquisitor

Huge troop of Medium fiends (ultar), neutral evil

Armor Class 19 (neh-thalggu leather armor)
Hit Points 162 (25d8 + 50)
Speed 20 ft.

10 (+0) 18 (+4) 14 (+2) 20 (+5) 14 (+2) 10 (+0)

Saving Throws Dex +8, lnt +9
Skills Acrobatics +8, Deception +5, Insight +6, Perception +7
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., thoughtsense 30 ft., passive Perception 16
Languages Ashtuul, Belligren, Common, Ultari
Challenge 12 (8,400 XP)


  • Extract Confession. Whenever ultari inquisitors succeed on a Wisdom (Insight) check to see through a deception or notice mental compulsion, as a reaction they can attempt to compel a liar to inadvertently reveal the lie and the truth behind it (DC 14 Wisdom saving throw negates). A creature under an enchantment effect reveals the nature of its enchantment and who placed it (if the creature knows) and gains a new saving throw to break free from the enchantment. A creature that saves against this ability cannot be affected by it again for 24 hours. Thoughtsense. Ultari inquisitors have blindsight 30 ft. but cannot detect creatures using nondetection, mind blank, or similar effects.
  • Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for a Medium creature. The troop can’t regain hit points or gain temporary hit points. A troop takes half damage from attacks that use an attack roll and double damage from area effects (or normal damage on a failed save if their Defensive Precognition applies). Creatures that are not troops are impaired while they remain in the troop’s space or within 5 feet of it and have disadvantage on attack rolls and Constitution saving throws to maintain concentration. A troop’s damage is halved when reduced below half its maximum hit points.


  • Multiattack. Ultari inquisitors make three warblade attacks. Ultari Mindblades. All creatures that share the same space as the ultari inquisitors or are within 5 feet of the troop automatically take 9 (2d8) force damage and must make a DC 17 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much on a success.
  • Mental Assault. Ultari inquisitors can target up to four creatures within 75 feet, using different effects on each target if desired (or expending one of its assaults to use focused thought to increase the DC of one of its mental assaults). A DC 17 Intelligence saving throw resists an effect, and a target can attempt a new save at the end of each of its turns to end a persistent effect:
    • Brain lock: The target is dazed for as long as the ultari inquisitors maintain concentration and for 1 round thereafter. A dazed creature cannot cast spells or Concentrate and can’t make more than one melee or ranged attack during its turn.
    • Focused thought: The save DC of another power the ultari inquisitors uses is increased by 2. If it uses focused thought more than once to increase the DC of the same power, each subsequent use only increases the DC by 1.
    • Mind thrust: The target takes 45 (10d8) points of psychic damage. As a bonus action, the ultari inquisitors can cause a creature failing a saving throw against its mind thrust to become sickened for 1 minute (a sickened creature does half damage on Strength based attacks).
    • Mindscan: Ultari inquisitors can replace one or more of its usual mental assaults with a detect thoughts spell. This lasts as long as the inquisitors maintain concentration on it and reduces the number of mental assaults the inquisitors can make each round by one.
    • Show yourselves: All enemies within 30 feet of the ultari inquisitors are compelled to reveal themselves if they are hiding on a failed saving throw. Creatures failing their saves must cease using Stealth, unlock and open doors between themselves and the inquisitors, and dismiss, suppress, or dispel if necessary magical effects that grant invisibility or any other form of concealment from the inquisitors. As long as the inquisitors maintain concentration on this ability, affected creatures may not attack or flee until they have eliminated every such effect, though they are freed from this compulsion immediately if attacked.


    • Force Screen. The ultari inquisitors add 3 to their AC against one weapon attack that would hit them.


    The Ultari trace their lineage directly to the Ancients, claiming their race was the first of the new races to manifest from the void. As a result, they believe themselves the purest form of existence, their will to be divine, and their ethics flawless; for they believe its was by their interpretation of reality that gave birth to the consciousness of all other lesser beings and thereby consider all other beings and their interpretations of reality inherently flawed and imperfect. As the truest and purest of the “evil” Ancients’ offspring—and they claim themselves as the dominate species and natural born leaders over the “evil Hegemony”. They hold this claim with their innate and potent psionic abilities, using them in the most invasive and cruel manner to rend minds and twisting allegiances. With this as the basis of their claim of supremacy, none of the other evil races have yet challenged their position in the evil alien hierarchy.

    Ultari are muscular and hairless humanoids with smooth grayish, blue-black skin. Their bone structure is well defined with streamlined, skull-like facial features. Their glassy black eyes are almost weary in their knowingness, but their gaze remains cruel, calculated, and superior. Their noses are nearly non-existent while their round membranous ears lie flat against their skulls, only slightly covered with a fleshy flap. Their bodies are muscular, well proportioned, and distinctly human. They stand between 6.5 to 8 feet tall.

    An imposing figure strides forth, his great form adorned with armored plates fashioned from an unknown resin. His bluish-black flesh is stretched tightly over his muscular frame and seems to possess a shark-like glisten. His ebon eyes glower with terrible omnipotence, as they slowly scour the surroundings.

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    Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham