Templar
Small or Medium • Humanoid • Lawful
Armor Class 18
Hit Points 97 (13d8 + 39)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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.
