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.
- 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
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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.
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Craft Resistance
The witch hunter has advantage on saving throws against spells, and against being Charmed or Frightened.
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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
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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.
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Pistol
+6 to hit · medium range
1d10 + 3 ballistic damage
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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.
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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.