The Anti-Mage enforcement


Templars, often called ‘Mage-knights’, work as an anti-mage force and are commanded by the high Templars in the lowest levels of the Ruby Tower. If needed, Templars can also act as soldiers in the defence of the city, providing excellent shock troops. Though the Templars keep the civilians safe from rogue mages, they do not discriminate between a rogue mage, a wild mage, or a mage with no control of their ability and are scared. They kill any mage they meet on the field.


Medium humanoid (human) lawful Neutral

Armour Class 20(plate + shield)
Hit Points 70 (10d8+15)
Speed 30ft.

STR 16 (3)
DEX 12 (
CON 14 (2)
INT 12 (
WIS 14 (2)
CHA 15 (

Saving throws CON +4, WIS +2
Senses passive Perception 10
Languages Common
Challenge 4 (1,200 XP)

Brave. The Templar has advantage on saving throws against being frightened
Null Magic. The Templar has resistance to any and all spells cast at him, and has advantage on spell saving throws.

Multiattack. The Templar makes two melee attacks, only one of which can be Mage bane or Force Push.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 3) slashing damage.

Mage Bane. The Templar disables all magical energy within a 20ft radius of them (moves with caster), this effect last for 2 turns, or until a spell caster exits the field of effect, only one Templar in a battalion can use this ability.

Force Wave. The Templar sends out a wave of magical energy, causing all enemies within a 10ft radius of them to take 20(3d6+6) force damage to make a DC17 Strength saving throw or be thrown back 10ft.

Parry. The Templar adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.



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