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Wardstone Inquisitor (Human Cleric 1 / Paladin 1 / Ranger 1)

Wardstone Inquisitor CR 2

XP 600
Human cleric 1/paladin 1/ranger 1
LG Medium humanoid (human)
Init –1; Senses Perception +11

DEFENSE

AC 16, touch 9, flat-footed 16 (+6 armor, –1 Dex, +1 shield)
hp 17 (3 HD; 1d8+2d10+3)
Fort +7, Ref +1, Will +9

OFFENSE

Speed 20 ft.
Melee mwk morningstar +5 (1d8+2)
Ranged heavy crossbow +1 (1d10/19–20)
Special Attacks channel positive energy 4/day (DC 11 [13 vs. undead], 1d6), favored enemy (evil outsiders +2), smite evil 1/day
Domain Spell-Like Abilities (CL 1st; concentration +4)

6/day—touch of glory +1, touch of law

Paladin Spell-Like Abilities (CL 1st; concentration +2)

At will—detect evil

Spells Prepared (CL 1st; concentration +4)

1st—command (DC 14), magic weapon, shield of faithD
0 (at will)—detect magic, guidance, resistance
D Domain spell; Domains Glory, Law
STATISTICS

Str 14, Dex 8, Con 12, Int 10, Wis 17, Cha 13
Base Atk +2; CMB +4; CMD 13
Feats Alertness, Alignment Channel (evil), Iron Will
Skills Diplomacy +6, Knowledge (planes) +5, Knowledge (religion) +6, Perception +11, Sense Motive +11, Spellcraft +4

Languages Abyssal, Common
SQ aura of good, track +1, wild empathy +2
Combat Gear holy water (3); Other Gear masterwork chainmail, light steel shield, heavy crossbow with 20 bolts, masterwork morningstar, copy of demon-hunting guide, silver holy symbol

They ferret out corruption and possession, beating back those demons who would undermine purity. The inquisitors’ methods are thorough, and if an innocent occasionally perishes in pursuit of justice, then that is the terrible price that must be paid in protecting the world.