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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
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