Ad placeholder

Inquisitor of the Absolute

From bg3.wiki
Jump to navigation Jump to search

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[edit | edit source]

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 | edit source]

Act Three[edit | edit source]

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 Flayer Mind Flayer and Winged Horror Winged 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 | edit source]

Inquisitors are Dexterity-based rangers, being mobile enemies capable of slowing down and harassing both the party and their Gather Your Allies Gather 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 Strike Ensnaring Strike.

Attacks and abilities[edit | edit source]

Brace Ranged.webp
Brace (Ranged) Brace (Ranged) (Movement Speed)   –  Heavy Crossbow +1
Spend 6 m / 20 ft of your movement. For the rest of your turn, roll ranged damage twice and use the highest result.
Recharge: Short rest
Conjure Barrage.webp
Conjure Barrage Conjure Barrage (Action + Level 3 Spell Slot)
Damage: 2~16
Normal weapon damage
+ 2d8WeaponWeapon

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

DEX Save
 Range: Self
AoE: 9 m / 30 ft (Cone)
Ensnaring Strike Ranged.webp
Ensnaring Strike Ensnaring Strike (Action + Bonus Action + Level 1 Spell Slot)
Damage: 1~6
Normal weapon damage
+ 1d6PiercingPiercing

Your attack summons thorny vines that possibly Ensnare Ensnare your target.

Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Help action to try and tear away the vines.

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

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5 ft
Ranged Attack.webp
Ranged Attack Ranged Attack (Action)   –  Heavy Crossbow +1
Damage: 6~15
1d10 + 5PiercingPiercing

Make a ranged attack with your equipped weapon.

 Range: 18 m / 60 ft
Piercing Shot.webp
Piercing Shot Piercing Shot (Action)   –  Heavy Crossbow +1
Damage: 6~15
1d10 + 5PiercingPiercing

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

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

STR Save
 Range: 9 m / 30 ft
Recharge: Short rest

Loot[edit | edit source]

Notes[edit | edit source]

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

Gallery[edit | edit source]