====== Enemy Encyclopedia ====== A synopsis of the various enemies the PCs have faced, including information provided regarding prior cycles to the best of character recollection. Note that stat blocks, when included, are for typical members of the group and may not accurately represent individuals. Stat block design courtesy of https://codepen.io/retractedhack/pen/gPLpWe with modifications. ===== Servants of the Traveler ===== ==== Squire Templar ====
16 (chainmail)
12 (1d10 + 2)
30ft.
15 (+2)
12 (+1)
15 (+2)
10 (+0)
10 (+0)
10 (+0)
none
none
Darkvision 60 ft, passive Perception 12
Athletics +4, Perception +2
Common, Elvish
? (? XP)
Due to their indoctrination, Squires have disadvantage to resist compulsion spells cast by members of the Church, and do not have advantage on saves against being charmed.
Squires have an innate magical talent and know one cantrip from the wizard spell list.
Melee Weapon Attack (Longsword): +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Ranged Weapon Attack (Light Crossbow): +3 to hit, 1d8+1 piercing, range 80/320, loading, two-handed, ammunition. Carries ten bolts.
Once per day, a Templar Squire can know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover until the end of their next turn. You know the type of any being whose presence you sense, but not its identity. Within the same radius, they also detect the presence of any place or object that has been consecrated or desecrated. They regain this ability after a long rest.
A Templar Squire can touch a creature and either restore up to 5 hit points, or cure one disease or poison afflicting the target. They regain this ability after a long rest.
18 (platemail)
54 (5d10 + 20)
30ft.
18 (+4)
12 (+1)
18 (+4)
10 (+0)
10 (+0)
12 (+1)
none
none
Darkvision 60 ft, passive Perception 13
Athletics +7, Perception +3, Intimidation +7
Common, Elvish
? (? XP)
Due to their indoctrination, Templars have disadvantage to resist compulsion spells cast by members of the Church.
Templars have an innate magical talent and know one cantrip from the wizard spell list.
If a Templar Knight rolls a 1 or 2 on a damage die with a two-handed weapon, he may reroll it and must use the new roll.
Melee Weapon Attack (Greatsword): +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
1st level (4): To be added.
2nd level (2): To be added.
Twice per day, a Templar can know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover until the end of their next turn. You know the type of any being whose presence you sense, but not its identity. Within the same radius, they also detect the presence of any place or object that has been consecrated or desecrated. They regain this ability after a long rest.
A Templar can touch a creature and either restore up to 25 hit points, or cure one disease or poison afflicting the target instead of restoring 5 hit points. They regain this ability after a long rest.
A Templar can choose one of the following actions per day; he regains this ability after a long rest.
Conquering Presence<: As an action, the Templar forces each creature they choose that they can see within 30 feet to make a Wisdom saving throw. On a failed save, a creature becomes frightened of them for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike: When they make an attack roll, they can use this Oath to gain a +10 bonus to the roll.