Steel Inquisitor

Medium Humanoid, Neutral Evil / Lawfull Evil

Armor Class 15

15 Hit Points 100(12d10 + 10)

100(12d10 + 10) Speed 20ft.

STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 16 (+3) 14 (+2) 8 (-1)

Condition Immunities: blinded, scarred,

blinded, scarred, Senses: passive Perception +3, Darkvision 100 ft.

passive Perception +3, Darkvision 100 ft. Languages: Common

Common Challenge: 5 (8080 XP)

Pewter-gold spikes:. The Inquisitor can choose to regain 13 hitpoints each round.

Hemalurgic Abilities. During his creation he gains a special ability from the Hemalurgic Abilities table.

Pack Tactics. The Inquisitor has advantage on attack rolls if an ally is in at least 10 ft. range which is not incapacitated.

Metal Eyes. The Inquisitor can see only metallic objects.

Servent of the Steel Ministery. Only a fool doesn't fear an Inquisitor.

Cunning Hunter. He always gains advantage on stealth checks.

Actions

Multiattack. The Inquisitor attacks up to three times

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., onetarget. Hit: 17 (2d12 + 4) slashing damage

Authority. An Inquisitor can oder friendly units in 30 ft. range. The unit can add 1d6 to their actions.

Arrest. Melee Weapon Attack: +4 to hit, The Inquisitor charges the target and tries to arrest it. On a failed 15 Dex. savingthrow the target get's disarmed and grappeld by the Inquisitor. The Inquisitor can use an action to incapacitate an already arrested target.