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Gearforged Templar

Medium · Construct · CR 6 · Lawful Neutral

Armor Class
18 (natural armor)
Hit Points and Hit Dice
71 (11d8 + 22)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Medium
Type Construct
Alignment Lawful Neutral
XP 2300
Initiative Bonus -1

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 13

Saving Throws

Dexterity +2 Constitution +5

Languages

Common

Resistances & Immunities

Damage Immunities
poison, psychic
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Traits

Construct Nature

The gearforged templar doesn’t require air, food, drink, or sleep.

Actions

Greatsword

+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 slashing damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage

Javelin

+7 to hit, reach 5 ft (1.5 m). Hit: 1d6+4 piercing damage.

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

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.

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.

About Gearforged Templar

Gearforged Templar is a medium construct with a Challenge Rating of 6. It has a lawful neutral alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 71 hit points (derived from 11d8 + 22).

Gearforged Templar has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Gearforged Templar

2 tips available

When using Gearforged Templar in your D&D 5e campaign, consider these tactical approaches:

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Gearforged Templar

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Gearforged Templar?
Gearforged Templar has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Gearforged Templar?
Gearforged Templar is a Medium Construct, which affects how certain spells and abilities interact with it.
What languages does Gearforged Templar speak?
Gearforged Templar can communicate in Common.

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