Templar Cohort | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Valda's Spire of Secrets

Templar Cohort CR: 1/4

Medium humanoid (any race), any alignment
Armor Class: 16 (chain mail)
Hit Points: 11 (2d8 + 2)
Speed: 30 ft.

STR

14 +2

DEX

9 -1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

14 +2

Saving Throws: Wis +2, Cha +4
Skills: Athletics +4, Religion +2
Senses: passive Perception 10
Languages: Common, plus any one Language
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Brave. The templar has advantage on saving throws it makes to avoid or end the frightened condition on itself.  


  While following the command of a captain, the templar gains additional abilities based on the captain's level:   2nd. Divine Hands (1/Long Rest). As an action, the templar can touch a willing creature with in 5 feet of it, causing the target to regain 9 (2d8) hit points. This ability has no effect on Undead or Constructs.   6th. Spellcasting. The templar is a 3rd- level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The templar has the following paladin spells prepared:
  • 1st level (3 slots): command, divine favor, protection from evil and good
  6th. Divine Eminence. As a bonus action, the templar can expend a spell slot to infuse its strikes with divine power. The next time it hits a target with a melee weapon attack before the end of its turn, the target takes extra radiant damage. The extra damage is 10 (3d6) for a 1st-level spell slot, plus 3 (1d6) for each spell level higher than 1st.   10th. Spellcasting. The templar's spellcasting improves. It is a 5th- level spellcaster and has the following paladin spells prepared:
  • 1st level (4 slots): command, divine favor, protection from evil and good
  • 2nd level (2 slots): branding smite
  14th. Parry. As a reaction, the templar adds 2 to its AC against one melee attack that would hit it. To do so, the templar must see the attacker and be wielding a melee weapon.   14th. Spellcasting. The templar's spellcasting improves. It is a 7th- level spellcaster and has the following paladin spells prepared:
  • 1st level (4 slots): command, divine favor, protection from evil and good
  • 2nd level (3 slots): branding smite, magic weapon
  18th. Spellcasting. The templar's spell casting improves. It is a 9th- level spellcaster and has the following paladin spells prepared:
  • 1st level (4 slots): command, divine favor, protection from evil and good
  • 2nd level (3 slots): branding smite, magic weapon
  • 3rd level (2 slots): spirit guardians (counts as a paladin spell for the templar)

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used in two hands.   Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Created by

Diarioz.

Statblock Type

Monster

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