Templar

Small or Medium • Humanoid • Lawful

Armor Class 18

Hit Points 97 (13d8 + 39)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
18 (+4)10 (+0)17 (+3)12 (+1)14 (+2)16 (+3)

Saving Throws Str +7, Cha +6

Skills Perception +5, Religion +4

Condition Immunities frightened

Gear glaive, plate

Senses passive Perception 15

Languages Common plus one other language

CR 6 (XP 2,300; PB +3)

A heavily armored knight with a white tabard and red cross, wielding a spear and shield.

Aura of Courage. While in a 20-foot emanation originating from the templar, its allies are immune to being frightened.

Conviction (1/Day). If damage reduces the templar to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.

Valor. The templar gains 10 temporary hit points at the start of its turn.

ACTIONS

Multiattack. The templar makes two Glaive attacks.

Glaive. Melee Weapon Attack: +7, reach 10 ft. Hit: 9 (1d10 + 4) slashing damage plus 7 (2d6) radiant damage.

Guiding Bolt. The templar casts guiding bolt (+6 to hit with spell attacks).

BONUS ACTIONS

Never Give In (1/Day). Each allied creature with fewer than half its hit points in a 20-foot emanation originating from the templar gains advantage on its next attack roll or saving throw, whichever happens first. The effect lasts for 1 minute.

REACTIONS

Riposte. Trigger: The templar is hit by a melee attack roll while holding a weapon. Response: The templar adds 3 to its AC against that attack, possibly causing it to miss. If the attack misses, the templar can make a Glaive attack against the attacker.

Templar

Small or Medium • Humanoid • Lawful

Armor Class 17

Hit Points 52 (8d8 + 16)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
16 (+3)10 (+0)15 (+2)10 (+0)12 (+1)14 (+2)

Skills Perception +3, Religion +2

Condition Immunities frightened

Gear glaive, splint

Senses passive Perception 13

Languages Common plus one other language

CR 3 (XP 700; PB +2)

A heavily armored knight with a white tabard and red cross, wielding a spear and shield.

Aura of Courage. While in a 20-foot emanation originating from the templar, its allies are immune to being frightened.

Conviction (1/Day). If damage reduces the templar to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.

Valor. The templar gains 5 temporary hit points at the start of its turn.

ACTIONS

Multiattack. The templar makes two Glaive attacks.

Glaive. Melee Weapon Attack: +5, reach 10 ft. Hit: 8 (1d10 + 3) slashing damage plus 3 (1d6) radiant damage.

Guiding Bolt. The templar casts guiding bolt (+4 to hit with spell attacks).

BONUS ACTIONS

Never Give In (1/Day). Each allied creature with fewer than half its hit points in a 15-foot emanation originating from the templar gains advantage on its next attack roll or saving throw, whichever happens first. The effect lasts for 1 minute.

REACTIONS

Riposte. Trigger: The templar is hit by a melee attack roll while holding a weapon. Response: The templar adds 2 to its AC against that attack, possibly causing it to miss. If the attack misses, the templar can make a Glaive attack against the attacker.

Templar

Small or Medium • Humanoid • Lawful

Armor Class 18

Hit Points 136 (16d8 + 64)

Speed 30 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
20 (+5)10 (+0)19 (+4)14 (+2)16 (+3)18 (+4)

Saving Throws Str +9, Con +8, Cha +8

Skills Perception +7, Religion +6

Condition Immunities frightened

Gear glaive, plate

Senses passive Perception 17

Languages Common plus one other language

CR 9 (XP 5,000; PB +4)

A heavily armored knight with a white tabard and red cross, wielding a spear and shield.

Aura of Courage. While in a 30-foot emanation originating from the templar, its allies are immune to being frightened.

Conviction (1/Day). If damage reduces the templar to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.

Valor. The templar gains 10 temporary hit points at the start of its turn.

ACTIONS

Multiattack. The templar makes two Glaive attacks.

Glaive. Melee Weapon Attack: +9, reach 10 ft. Hit: 10 (1d10 + 5) slashing damage plus 13 (3d8) radiant damage.

Guiding Bolt. The templar casts guiding bolt (+8 to hit with spell attacks, level 3).

BONUS ACTIONS

Never Give In (1/Day). Each allied creature with fewer than half its hit points in a 30-foot emanation originating from the templar gains advantage on its next attack roll or saving throw, whichever happens first. The effect lasts for 1 minute.

REACTIONS

Riposte. Trigger: The templar is hit by a melee attack roll while holding a weapon. Response: The templar adds 4 to its AC against that attack, possibly causing it to miss. If the attack misses, the templar can make a Glaive attack against the attacker.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.