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Troops, Inquisitor

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A column of soldiers move together, their weapons at the ready in a coordinated front.

Inquisitor Troop CR 9

XP 6,400
LE Medium humanoid (human, troop)
Init +6; Senses Perception +22


AC 22, touch 13, flat-footed 20 (+9 armor, +2 Dex, +1 profane)
hp 114 (12d8+60); fast healing 5
Fort +10, Ref +6, Will +14
Defensive Abilities judgment of protection, troop traits


Speed 20 ft.
Melee troop (3d6+5)
Space 20 ft.; Reach 5 ft.


Str 20, Dex 15, Con 19, Int 10, Wis 18, Cha 13
Base Atk +9; CMB +14; CMD 27
Feats Combat Reflexes, Great Fortitude, Improved Iron Will, Iron Will, Skill Focus (Perception), Toughness
Skills Knowledge (religion) +12, Perception +22
Languages Common, Infernal
SQ cunning initiative, fast healing, protect ally


Cunning Initiative (Ex)

An inquisitor troop adds its Wisdom bonus to its initiative checks.

Judgment of Protection (Su)

An inquisitor troop gains a +1 profane bonus to its armor class.

Fast Healing (Sp)

An inquisitor troop's fast healing is a reflection of the fact that each round, some of the inquisitors in the troop cast cure light wounds spells on wounded members. Not all inquisitors in a troop use this ability simultaneously, and they can only grant fast healing to the troop for up to 10 rounds per day.

Activating this ability is a free action that does not provoke an attack of opportunity.

Protect Ally (Ex)

A testudo troop provides soft cover to any creature it recognizes as an ally who shares its space.

Such protected allies treat squares occupied by the troop as difficult terrain and must succeed at a concentration check (DC = 15 + spell level) to cast spells while so protected, but do not take troop damage from being within the troop's space.