Thule Inquisitor of the Iron Cross (5e Dieselpunk-Themed Villain NPC)

Within the Iron Cross Empire, the Thule Society serves as the arcane arm of the Emperor. To operate as a spellcatser within the Iron Cross without license under the Thule is to live a life in hiding. The Thule seek out rogue sorcerers, druids, as well as celestials, fey, and fiends using their Inquisitors. Each inquisitor is armed with Martian-tech weaponry and provided a personal unit of stormtroopers to aid in the hunting of their quarry. 

Here we have a high-ranking Thule Inquisitor, known for striking fear in the hearts of their enemies.



THULE INQUISITOR OF THE IRON CROSS

Medium humanoid (human), Lawful evil

Armor Class 17 (leather cuirass, star saber)

Hit Points 134 (20d8+40)

Speed 30 ft.

Str 12 (+1) Dex 20 (+5) Con 14 (+2)

Int 13 (+1) Wis 16 (+3) Cha 20 (+5)

Saves Dex +10, Wis +8, Cha +10

Skills Acrobatics +10, Arcana +6, Intimidation +10, Perception +8, Stealth +8

Senses passive Perception 18

Languages English, German

Challenge 14 (11,500 xp); Prof. Bonus +5

Divine Sense (6/long rest). The Thule Inquisitor can sense the presence of any celestial, fiend, or undead within 60 feet on themselves.

Legendary Resistance (3/day): If the Thule Inquisitor fails a saving throw, they can choose to succeed instead.

Spell Resistance. The Thule Inquisitor has advantage on saving throws against spells and spell-like powers and resistance to damage dealt by spells.

Star Saber Training. The Thule Inquisitor has a +2 bonus to Armor Class (as a shield) when wielding an activated star saber. This bonus is already included into the figured stats.

ACTIONS

Multiattack. The Thule Inquisitor makes three star saber attacks and casts a cantrip.

Spellcasting. The Thule Inquisitor is a 20th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). They know the following spells:

Cantrips (at will): mage hand, message, shocking grasp

1st level (4 slots): feather fall, jump, shield, witch bolt

2nd level (3 slots): detect thoughts, gust of wind, suggestion

3rd level (3 slots): counterspell, haste, lightning bolt, sending

4th level (1 slot): banishment, locate creature

Star Saber. Melee weapon attack: +10 to hit, 5-ft. reach, one target. Hit: 14 (2d8+5) radiant damage and the target must succeed on a DC 18 Wisdom saving throw or become frightened of the Thule Inquisitor until the end of its next turn.

LEGENDARY ACTIONS

The Thule Inquisitor can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Thule Inquisitor regains spent legendary actions at the start of their turn.

Frightful Presence. Each creature of the Thule Inquisitor’s choice that is within 60 feet of the Thule Inquisitor and aware of them must succeed on a DC 18 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Thule Inquisitor’s Frightful Presence for the next 24 hours.

Move. The Thule Inquisitor can move up to their Speed without provoking opportunity attacks.

Spellcasting. The Thule Inquisitor casts a cantrip.





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