Gearforged Templar

Gearforged Templar

Medium humanoid, lawful neutral
  • Armor Class 18 (plate armor)
  • Hit Points 71 (11d8+22)
  • Speed 30 ft.
  • STR
    20 (+5)
  • DEX
    9 (-1)
  • CON
    15 (+2)
  • INT
    12 (+1)
  • WIS
    16 (+3)
  • CHA
    10 (+0)
  • Saving Throws Dex +2, Con +5
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, exhaustion, poisoned
  • Senses passive Perception $1
  • Languages Common
  • Challenge 6 (2,300 XP)
  • Defensive Zone. The gearforged templar can make an opportunity attack when a creature enters its reach.
  • Onslaught. As a bonus action, the gearforged can make a Shove attack.

Actions

  • Multiattack. The gearforged templar makes three attacks with its glaive.
  • Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage.
  • Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  • Whirlwind (recharge 5-6). The gearforged templar whirls its glaive in a great arc. Every creature within 10 feet of the gearforged takes 16 (3d10) slashing damage, or half damage with a successful DC 16 Dexterity saving throw.

Reactions

  • Parry. The gearforged templar raises its AC by 3 against one melee attack that would hit it. To do so, the gearforged must be able to see the attacker and must be wielding a melee weapon.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.