Gearforged Templar

Medium Construct, Lawful Neutral

Armor Class 18 (natural armor)

Hit Points 71 (11d8 + 22)

Speed walk +30

Challenge 6

STR
19
+4
DEX
9
-1
CON
15
+2
INT
12
+1
WIS
16
+3
CHA
10
+0

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