Templar (5e Creature)

Templar

Large aberration, chaotic evil


Armor Class 15 (natural armour, shield)
Hit Points 68 (8d10 + 24)
Speed 20 ft., climb 20 ft., swim 40 ft.


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

Skills Perception +2
Damage Vulnerabilities radiant
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 12
Languages Common, Undercommon
Challenge 5 (1,800 XP)


Stench. Any creature that starts its turn within 10 feet of the templar must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the stench of all templars for 24 hours.

Sunlight Sensitivity. While in sunlight, the templar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Two Heads. The templar has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

ACTIONS

Multiattack. The templar makes three melee attacks, only one of which may be with its tail.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 5 (1d4 + 3) necrotic damage.

Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Invisibility. The templar magically turns invisible until it attacks or casts a spell, until it enters an area of bright light, or until its concentration ends (as if concentrating on a spell). Any equipment the templar wears or carries is invisible with it.


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 in 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. Templars have two heads, long, heavy tails, a pair of small clawed arms, a pair of larger arms, four legs, and a fat, bloated body that constantly reeks of foulness, though they are weak in mind. Templars are also unusually strong swimmers, and most prefer swimming to walking.

Invisible Horrors. Templars can channel some kind of innate magical energy to become invisible, though light foils this power. Templars often ally themselves with evil wizards and villains from the Underdark, serving as bodyguards and enforcers in exchange for trinkets, treasure, weapons, magic items, and combat, as their bloodlust is never satiated.


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