# Gearforged Templar *Medium* *Construct* *Lawful Neutral* - **Armor Class:** 18 (natural armor) - **Hit Points:** 71 (11d8 + 22) - **Speed:** walk 30 ft. - **Challenge Rating:** 6 (2,300 XP) - **Source:** Tome of Beasts 2023, page 195 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 19 (+4) | 9 (-1) | 15 (+2) | 12 (+1) | 16 (+3) | 10 (+0) | - **Saving Throws**: Dex +2, Con +5 - **Skills:** - **Damage Vulnerabilities:** False - **Damage Immunities:** poison, psychic - **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks - **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.