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Inquisitor of the Absolute

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Inquisitors of the Absolute are ranged combatants of the Absolute army, serving as lookouts and mobile patrollers.
I strike for Her!

Overview[edit section | visual editor]

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[edit section | visual editor]

Act Three[edit section | visual editor]

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, escorted by a Mind FlayerMind Flayer and Winged HorrorWinged Horror. They join combat whenever they are in range of the party. The third and last inquisitor is immediately encountered upon entering through the main gate, stationed by herself on the southern rampart.

Combat[edit section | visual editor]

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

Attacks and actions[edit section | visual editor]

Spend 6 m (20 ft) of your movement. For the rest of your turn, roll ranged damage twice and use the highest result.

Damage: 2~16
Normal weapon damage
+ 2d8WeaponWeapon

Channel your weapon's essence into a destructive, widespread volley.

Ensnaring StrikeEnsnaring Strike (Action + Bonus Action + Level 1 Spell Slot)
Damage: 1~6
Normal weapon damage
+ 1d6PiercingPiercing

Your attack summons thorny vines that possibly EnsnareEnsnare your target.

Ensnared creatures cannot move and take 1d6PiercingPiercing damage at the start of each turn. An ally can use their HelpHelp action to try and tear away the vines.

Main Hand AttackMain Hand Attack (Action)   –  Spear +1
Damage: 3~8
1d6 + 2PiercingPiercing

Make a melee attack with your equipped weapon.

Damage: 6~15
1d10 + 5PiercingPiercing

Make a ranged attack with your equipped weapon.

Damage: 6~15
1d10 + 5PiercingPiercing

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

Undead and constructs can't receive Gaping Wounds.

Rush AttackRush Attack (Action)   –  Spear +1
Damage: 5~8
1d4 + 4PiercingPiercing

Charge forward and attack the first enemy in your way, possibly pushing them Off BalanceOff Balance.

Loot[edit section | visual editor]

Notes[edit section | visual editor]

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

Gallery[edit section | visual editor]