Radical Inquisitor
A high-authority threat using tools no one should trust.
Threat File — Radical Inquisitor
TR 12 · Renegade Imperials and Imperial AdversariesSaves: Willpower +9, Presence +8
Proficiencies: Command +8, Lore +8, Guile +8, Awareness +6
Rosette of Absolute Authority. Imperial-aligned NPCs of TR 4 or lower must succeed a Willpower Save DC 16 to attack the inquisitor or refuse a direct order. Allies within 30 feet of the inquisitor gain +1 to Willpower Saves and Morale checks.
Forbidden Panoply. The inquisitor carries warded relics and bound things. Once per scene, they may ignore one condition (Pinned, Frightened, Suppressed, or Exposed) as something unseen absorbs it. Each use risks a minor warp omen at GM discretion.
Iron Will. The inquisitor has Advantage on saves against psychic effects, fear, and Corruption, and cannot be possessed while conscious.
Daemon-Bound Blade. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 2d8 + 4 slashing damage plus 1d6 warp damage. On a critical hit, the target suffers Corruption exposure as the bound thing feeds.
Needle Pistol. Ranged Attack: +6 to hit, range 30/90 ft., one target. Hit: 1d6 + 2 piercing damage, and the target makes a Toughness Save DC 15 or has Disadvantage on attacks and saves until the end of its next turn.
Word of Condemnation. One creature within 60 feet that can hear the inquisitor makes a Willpower Save DC 16. On failure, it is Frightened and Pinned until the end of its next turn as authority, dread, and something older press down on it.
Contingency Ward. When the inquisitor is hit by an attack, they may halve its damage. The ward then flickers out until the start of the inquisitor's next turn.
Morale: Does not break. If the mission is lost, the inquisitor withdraws deliberately, unleashing a bound horror or a servo-triggered detonation to cover the retreat.
Tactics: Command lesser enemies as ablative armor, break the party's will with condemnation before blades are drawn, spend forbidden tools without hesitation, and treat their own survival as an Imperial asset that outranks yours.
Enemy Dossier
GM ReferenceA Radical Inquisitor is the Imperium's highest authority wielding the enemy's own weapons — bound daemons, forbidden relics, and a conviction that damnation is a price other people pay. The rosette makes every atrocity procedurally legal.
Use this enemy as a campaign villain or terminal moral problem: a superior the party cannot lawfully touch until the evidence, the allies, and the nerve are all in place.
Threat Profile: High durability, strong melee and morale attack, warded against psychic and fear effects, commands Imperial assets, warp-tainted equipment, extreme political protection. Boss-grade; plan the encounter around authority and evidence as much as Vitality.
Rosette of Absolute Authority. Lesser Imperial NPCs must pass a Willpower Save to defy or attack the inquisitor; nearby allies gain Morale and Willpower bonuses.
Forbidden Panoply. Once per scene, ignores one condition (Pinned, Frightened, Suppressed, or Exposed) as something bound absorbs it; each use risks a warp omen.
Iron Will. Advantage against psychic effects, fear, and Corruption; cannot be possessed while conscious.
Legally Untouchable. Open violence against the inquisitor without proof triggers Imperial retaliation at campaign scale.
Daemon-Bound Blade. Heavy melee attack with warp damage; critical hits inflict Corruption exposure.
Word of Condemnation. One target that can hear saves or is Frightened and Pinned as authority and something older press down.
Unleash the Bound. Releases a contained horror, servitor kill-asset, or daemonhost to cover an objective or a retreat.
Morale: Does not break. Withdraws deliberately when the mission is lost, spending bound horrors or detonations to cover it, and treats survival as an Imperial asset.
Tactics: Fight the party with the Imperium first: warrants, requisitioned troops, and the party's own oaths. In battle, break their will with condemnation, spend lesser allies as armor, and use forbidden tools without hesitation. Build the encounter with objectives — evidence, witnesses, the bound thing's containment — because a straight kill creates as many problems as it solves.
Full Stat Block Priority: Boss