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.