Felwrack Inquisitor (3.5e Monster)
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|Size/Type:||Medium Humanoid (Elf)|
|Hit Dice:||6d10+6 (39 hp)|
|Armor Class:||19 (+3 studded leather armor, +3 dex, +3 natural), touch 13, flat-footed 16|
|Attack:||Lightning Trident +9 melee (3d4+3 plus 1d6 fire, 20/x3) or Heavy Whip +9 melee (1d8+3 plus 1d6 fire, 19-20/x2) or Net +9 ranged touch|
|Full Attack:||Lightning Trident +9/+4 melee (3d4+3 plus 1d6 fire, 20/x3) and Heavy Whip +9/+4 melee (1d8+3 plus 1d6 fire, 19-20/x2) or Net +9/+4 ranged touch|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Purifying Flame, SLAs, Smite Evil 2/day|
|Special Qualities:||Aura of Fear, DR 3/magic, Felwick Inquisitor Traits, Resist Fire 10|
|Saves:||Fort +6, Ref +5, Will +8|
|Abilities:||Str 16, Dex 17, Con 12, Int 10, Wis 16, Cha 17|
|Skills:||Intimidate +12, Knowledge Religion +9, Knowledge The Planes +9, Sense Motive +12, Spellcraft +9, Spot +12|
|Feats:||False Swipe, Advanced Whip Tactics, Ability Focus (Aura of Fear)|
|Organization:||Solitary, Pair, or Covenant (3-8)|
|Alignment:||Usually Lawful Good|
|Advancement:||By character class|
We will be bringing the horned one in for questioning. Comply with the law or face judgment.
A member of the Felwrack clan of fiend slayers, they are a group dedicated to hunting down and destroying all which stems from the lower planes. The Felwrack Inquisitors are not fiend hunters, but instead root our corruption and evil within their own humanoid ranks. Not all monsters are obvious, after all. While just as capable as warriors in combat, their tasks are usually smaller and more personal affairs, using the full power of the law on their side to get what they need done. They are blessed with the purifying flame that burns sin as fuel.
Felwrack Inquisitors wear spiked leather garments and are often decorated with magical flames, spikes, and horns. They are built to inspire fear and terror no matter who their opponent is.
Felwrack Inquisitors begin any encounter with attempts to create fear and gain the advantage, and often weild both trident and whip to cover multiple ranges, or use their net to prevent their prey from running.
Aura of Fear (Su): As a free action the inquisitor can project an aura of fear out to 20 ft, All opponents equal or lesser HD than them must make a Will save DC 18 (including bonus from feat choice) or become frightened for as long as they remain in the aura and 1d4 rounds after, or shaken on a successful save, Those with greater HD save against shaken, save negates. Re-entering the aura provokes the save again and overlaps duration, but a successful save renders the creature immune for 24 hours to that instance of aura of fear.
Felwrack Inquisitor Traits: Felwrack Inquisitor are trained to have good Fort and Will saves, good BAB, and 6+Int skills per level. Beyond their equipment, they are proficient in simple and martial weapons, light and medium armor, and shields (but not tower shields). They are considered to have the paladin spells as class spells for the purpose of interacting with magic items.
Purifying Flame (Su): All weapons the felwrack inquisitor wields gain the Flaming enhancement in their hands. Undead, evil outsiders, and subjects of their smite take maximum fire damage, while good aligned targets are immune to their fire damage.
Spell-Like Abilities (Sp): At will-detect evil, detect magic; 3/day-bane (DC 14), command (DC 14), detect thoughts (DC 15); 1/day-bless weapon, dispel magic, produce flame, zone of truth (DC 15). The saving throws are Charisma based.