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Inquisitor of the Absolute

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Revision as of 16:15, 28 November 2024 by NCBlizzy (talk | contribs) (→‎Combat)

Inquisitors of the Absolute are ranged combatants of the Absolute army, serving as lookouts and mobile patrollers.

Portrait Inquisitor of the Absolute Tiefling.png
I strike for Her!

Overview

Inquisitors are long-range combatants and expert marksmen of the Cult of the Absolute. It's not clear if, like the zealots and adepts, the inquisitors are oblivious to the Absolute's standing as a false goddess, or like the Mistresses of Souls, if they are aware of the hoax-like nature of the Absolutist plot.

Involvement

Act Three

Inquisitors make their first and only appearance during the battle for High Hall as mobile patrollers and lookouts. Two inquisitors can be observed patrolling the northern-most and southern-most sides of High Hall respectively, escorting a Mind Flayer Mind Flayer and Winged Horror Winged Horror, and will join combat whenever they are in range of the party. The third and last inquisitor is immediately encountered upon entering through the main gate, situated alone on the southern rampart.

Combat

Inquisitors are Dexterity-based Rangers, being mobile enemies capable of slowing down and harassing both the party and its Gather Your Allies Gather Your Allies summons. They are easily able to disrupt Concentrations through the use of their Arrow of Arcane Interference, and can render characters immobile through the use of Ensnaring Strike Ensnaring Strike.

Attacks and abilities

Ranged Attack Ranged Attack ()   –  Heavy Crossbow +1
Normal weapon damage Make a ranged attack with your equipped weapon.
 Range: 18 m / 60 ft
Piercing Shot Piercing Shot ()   –  Heavy Crossbow +1
Normal weapon damage

Deal regular damage and possibly inflict Gaping Wounds Gaping Wounds which cause extra damage on attacks.

Undead and Constructs can't receive Gaping Wounds.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Ensnaring Strike Ensnaring Strike ()
Normal weapon damage Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Conjure Barrage Conjure Barrage ()
Normal weapon damage +
D8 Physical.png 2d8 (2~16) Damage TypesPhysical

Channel your weapon's essence into a destructive, widespread volley. Deal Weapon Damage, plus an additional D8 Physical.png 2d8 damage of the same Type to enemies within a cone in front of you. This spell can be cast with either your melee weapon or ranged weapon.

On a successful Dexterity Saving throw, targets still take half damage.

DEX Save
 Range: Self
AoE: 9 m / 30 ft (Cone)

Loot

Notes

  • Some members of this archetype may have slightly different passives, movement speed, weight, and size due to being members of different races.

Gallery