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Gearforged Templar 2014

CR 6 construct

Medium construct, Lawful Neutral


Armor Class
18 (natural armor)
Hit Points
71 (11d8 + 22)
Speed
30 ft.

STR19 (+4)
DEX9 (-1)
CON15 (+2)
INT12 (+1)
WIS16 (+3)
CHA10 (+0)

Saving Throws
Dexterity +2, Constitution +5
Skills
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 13
Languages
Common
Challenge
6 (2,300 XP) · Proficiency Bonus +3

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.

Other versions

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details