KING
Osyluth Inquisitor

Osyluth Inquisitor

Fiend · Crown of Domination

T4d10Major

Soul-hunting justicars of the Nine Hells, osyluth inquisitors track escaped souls across planes, their poison revealing hidden truths.

Tier 4  ·  Role Major  ·  Pool Vigor 3 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC149 base + 5 Sense
Vigor3Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d10rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit14+Cunning 22
StatScoreModDie
Body20+5d10
Mind20+5d10
Sense20+5d10
Heart8-1-d3
Cunning22+6d12
Fate18+4d8

Passives

Passive

Planar Tracker

Knows the direction and distance to any creature that has escaped from Hell, regardless of plane. Immune to fire and poison damage.

Passive

Truth Scent

Smells lies within 60 ft; advantage on checks to detect deception.

Maneuvers

Maneuver

Poison of Truth

Drives its stinger into a creature within 10 ft and injects revealing venom. The target makes a Body save or takes 4 damage, is poisoned (save ends), and must answer one question truthfully; on a success it takes 1 Vigor damage.

Reactions

Reaction

Nowhere to Run

When a creature within 60 ft attempts to teleport or shift planes, the osyluth grasps at its soul. The creature makes a Fate save or the escape fails.

Tactics

GM tactics

Tracks escaped souls relentlessly. Uses Poison of Truth to compel truthful answers while interrogating. Nowhere to Run closes the door on targets likely to flee. Extracts every secret before it kills. Cannot be evaded through dimensional travel.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 14+ (Cunning 22).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.