High Templar of Dust

Large elemental, neutral

Armor Class

17 (natural armor)

Hit Points

189 (18d10 + 90)

Speed

30 ft.

STR

20 (+5)

DEX

22 (+6)

CON

20 (+5)

INT

17 (+3)

WIS

16 (+3)

CHA

13 (+1)

Damage Immunities

fire, lightning, cold, poison

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses

darkvision 60 ft., passive Perception 17

Saving Throws

Str +9, Con +9, Wis +7, Cha +5

Languages

Aquan, Auran, Common, Ignan, Terran

Challenge

10 (5,900 XP)

Sandstorm. At the start of each of the Templar’s turns, each creature within 5 feet of it takes 5 (1d10) piercing damage.

Scour (Recharge 5–6). The Templar moves up to its speed without provoking opportunity attacks. It can move through creatures, and each creature it passes through must make a DC 15 Constitution saving throw or take 10 (3d6) force damage.

Actions

Multiattack. The Templar makes four attacks with its halberd, Lightning, or Fire. Lightning and Fire can only be used twice each.

Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage.

Lightning. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) lightning damage.

Fire. The Templar hurls a ball of fire that explodes at a point it can see within 60 feet. Each creature within a sphere of 10-foot radius centered on that point must make a DC 15 Dexterity saving throw. The sphere spreads around corners. On a failed save, a creature takes 10 (3d6) fire damage, or half as much damage on a successful one.

large
elemental
cr10
strongholds-and-followers