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Inquisitor of the Absolute
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 and 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 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 .
Attacks and abilities
Loot
- Spear +1
- Heavy Crossbow +1
- Studded Leather Armour +1
- Arrow of Arcane Interference
- 2x Arrow of Humanoid Slaying
Notes
- Some members of this archetype may have slightly different passives, movement speed, weight, and size due to being members of different races.