Templar

Templars, so named because of their tendency to build odd shrines from mangled corpses and stolen items, are vicious degenerate creatures that lurk in...

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Templar

Large aberration, chaotic evil

Templars, so named because of their tendency to build odd shrines from mangled corpses and stolen items, are vicious degenerate creatures that lurk in sewers and underground areas near water, as they cannot stand bright light. They carry weapons and shields scavenged from fallen foes, as they would never make their own because they are very lazy, preferring to steal than to create.

Armor Class 15 (natural armour, shield )

Hit Points 68 (8d10 + 24)

Speed 30 ft.

STR
18 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
8 (-1)
WIS
9 (-1)
CHA
3 (-4)

Saving Throws

Skills Perception +2 Proficiency Bonus +3

Damage Vulnerabilities radiant

Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

Condition Immunities

Senses passive Perception 10

Languages Common, Undercommon

Challenge 5 (1.800 XP)

No special abilities.

Actions

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft.

Reactions

None.


⚠️ D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki - Templar (5e Creature)

This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.

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