Page 271 - Monster Manual Expanded III Dragonix
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Templar
Medium humanoid (any race), any lawful alignment
Armor Class 16 (chain mail)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 11 (+0) 15 (+2) 11 (+0)
Saving Throws Con +4, Wis +4
Skills Athletics +5, Perception +4, Religion +2
Senses passive Perception 14
Languages any two languages
Challenge 4 (1,100 XP) Proficiency Bonus +2
Battle Concentration. The templar has advantage on Constitution
saving throws that it makes to maintain concentration on a spell
when it takes damage.
Actions
Multiattack. The templar makes two melee attacks, or makes one
melee attack and casts one spell that takes 1 action to cast.
Heavy Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 7 (1d8 + 3) bludgeoning damage or 8 (1d10 + 3)
bludgeoning damage if used with two hands.
Spellcasting. The templar is a 5th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It
has the following cleric spells prepared:
Cantrips (at will): light, sacred flame (2d8), word of radiance (2d6)
1st level (4 slots): bless, command, divine favor, guiding bolt, healing
word, protection from evil and good, shield of faith
2nd level (3 slots): aid, blindness/deafness, spiritual weapon
3rd level (3 slots): crusader's mantle, revivify, spirit guardians
Templar, Grand (good) or 4 (1d8) necrotic (evil) damage.
Medium humanoid (any race), any lawful alignment Spellcasting. The grand templar is a 11th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell
Armor Class 18 (plate) attacks). It has the following cleric spells prepared:
Hit Points 135 (18d8 + 54) Cantrips (at will): light, mending, sacred flame (3d8), toll the dead
Speed 30 ft. (3d8 or 3d12), word of radiance (3d6)
1st level (4 slots): divine favor, guiding bolt, healing word, protection
STR DEX CON INT WIS CHA from evil and good, shield of faith
16 (+3) 10 (+0) 16 (+3) 12 (+1) 17 (+3) 13 (+1) 2nd level (3 slots): aid, blindness/deafness, magic weapon, spiritual
weapon, warding bond
Saving Throws Con +8, Wis +8 3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic,
Skills Athletics +8, Intimidation +6, Perception +8, Religion +6 mass healing word, revivify, spirit guardians
Damage Resistance nonmagical bludgeoning, piercing, and 4th level (2 slots): banishment, freedom of movement, guardian of
slashing (from stoneskin) faith*, stoneskin*
Senses passive Perception 18 5th level (2 slots): flame strike, hold monster, holy weapon
Languages any two languages 6th level (1 slot): heal
Challenge 13 (10,000 XP) Proficiency Bonus +5 *The grand templar casts these spells on itself before combat.
Legendary Actions
Battle Concentration. The templar has advantage on Constitution
saving throws that it makes to maintain concentration on a spell The grand templar can take 3 legendary actions, choosing from
when it takes damage. the options below. Only one legendary action option can be used
Legendary Resistance (3/Day). If the grand templar fails a saving at a time and only at the end of another creature's turn. The grand
throw, it can choose to succeed instead. templar regains spent legendary actions at the start of its turn.
Actions Move. The grand templar moves up to half its speed.
Attack. The grand templar makes a melee weapon attack.
Multiattack. The grand templar makes two melee attacks, or makes Cantrip. The grand templar casts a cantrip.
one melee attack and casts one spell that takes 1 action to cast. Cast a Spell (Costs 1-3 Actions). The grand templar expends a
spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared.
Heavy Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Doing so costs 1 legendary action per level of the spell.
creature. Hit: 7 (1d8 + 3) bludgeoning damage or 8 (1d10 + 3)
bludgeoning damage if used with two hands, plus 4 (1d8) radiant
270 Appendix A. NonPlayer Characters

