Gearforged Templar
Medium Construct, Lawful Neutral
Armor Class 18 (natural armor)
Hit Points 71 (11d8 + 22)
Speed walk +30
Challenge 6
Saving Throws con +5, dex +2
Damage Vulnerabilities False
Damage 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
Special Abilities
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.
Source: Tome of Beasts 2023 · OGL/Open