Bestiary · Humanoid

Human PR 6

Witch Hunter

A witch hunter is paid on a finding, so his tests are built to find one. The pin that draws no blood has a retracting shaft, the swimming test convicts either way, and the questions end in the same place down whichever branch the subject takes. His conviction rate is close to one.

Witch Hunter, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
16
Hit points
117 (18d8 + 36)
Proficiency
+3
  • STR 14 +2 save +2
  • DEX 16 +3 save +3
  • CON 15 +2 save +2
  • INT 15 +2 save +2
  • WIS 16 +3 save +6
  • CHA 14 +2 save +5
Skills
Insight +6 , Intimidation +5 , Investigation +5 , Perception +6 , Religion +5
Passive Perception
16
Languages
Common, Ebon Liturgy
Found in
Farmland , Settlement

Equipment

Traits

  • Case Builder

    The witch hunter has advantage on Intimidation and Investigation checks made to build a case, and will not abandon one once it is begun.

  • Craft Resistance

    The witch hunter has advantage on saving throws against spells, and against being Charmed or Frightened.

  • Rigged Tests

    Any test he performs produces the result he needs. A creature examining the instrument can notice the rigging with a DC 17 Investigation check.

Actions

  • Multiattack

    The witch hunter makes two attacks.

  • Silvered Blade

    +6 to hit · reach 5 ft.

    1d10 + 3 slashing damage

    Against a fae or an undead, the blade deals an extra 2d8 damage.

  • Pistol

    +6 to hit · medium range

    1d10 + 3 ballistic damage

  • Bind

    One creature within 5 feet makes a DC 14 Dexterity save. On a failure it is Restrained, and while Restrained this way it cannot cast spells.

  • Line of Questions

    One creature within 30 feet makes a DC 14 Charisma save. On a failure it takes 5d8 psychic damage and answers one question truthfully, whether or not the answer helps it.