Gearforged Templar
Medium Construct Lawful Neutral
- Armor Class: 18 (natural armor)
- Hit Points: 71 (11d8 + 22)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: Tome of Beasts 2023, page 195
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 19 (+4) |
9 (-1) |
15 (+2) |
12 (+1) |
16 (+3) |
10 (+0) |
- Saving Throws: Dex +2, Con +5
- Skills:
- Damage Vulnerabilities: False
- Damage Immunities: poison, psychic
- Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 60 ft., passive Perception 13
- Languages: Common
Special Abilities
- Construct Nature: The gearforged templar doesn't require air, food, drink, or sleep.
Actions
- Multiattack: The gearforged templar makes four Greatsword or Javelin attacks. If two Greatsword attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the templar. The templar can choose not to push a creature.
- Greatsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage
- Javelin: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
- Whirlwind (Recharge 5-6): The gearforged templar whirls its greatsword in a great arc. Each creature within 10 feet of the gearforged must make a DC 15 Dexterity saving throw, taking 27 (5d10) slashing damage on a failed save, or half as much damage on a successful one.
Reactions
- Defensive Zone: When a creature enters the gearforged templar's reach, the templar makes one Greatsword attack against the creature.
- Parry: The gearforged templar adds 3 to its AC against one melee attack that would hit it. To do so, the templar must be able to see the attacker and must be wielding a melee weapon.
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