FANDOM


The Red Templars Edit

Not long after the Mage rebellion, though arguably even before, a splinter group of the rebel Templars fell in with the Elder One. Both Lord Seeker Corin and Samson, working for Corypheus, drew in large groups of wayward Templars and urged them to master the Red Lyrium, claiming it stronger than the usual Blue.

Over time, those who had resisted were forced to ingest it, and while it isn't known known how much control the Eldar One exerts over the Red Templars, the Order was born. Before long, the side affects of the dangerous and tainted Lyrium began showing, but were written off as more power. More freedom from the Chantry. Though some notes do claim that within the ranks, some seek release and redemption.

Within the ranks of this recently risen organisation are more than a few individuals with strength enough to use the powers of the Red Lyrium without falling to it. At least not immediately. Dangerous and deadly, they provide our heroes with some serious challenges.

Nemesis: The Red Swordswoman Edit

The mysterious Templar who led the Venatori in their purge of Ostwick, nearly killing the Kestrals in the process. Even though Agent Adaar dropped a burning building on her, she is unharmed. Relentless in her pursuit of her goals, she is driven by the most powerful motivation of all: A belief that what she is doing is right, regardless of the cost.

While she sees those who live under the Maker's light as those she is trying to save, she tolerates no obstacle, willing or otherwise. She sees weakness as an affront to the divine spark the maker instilled in man. Most of all she seeks to wipe Mages from the face of Thedas, saving Elves and Dwarves as next on the list.

Armed and trained to the highest Templar standard, her formidable powers have been further enhanced by the ingestion of Red Lyrium, something she seems highly reliant to. Also bearing the Red Lyrium Blade "Last Sin," she is an army in her own right.

As of yet, her true name or a shred of her past is hidden from our heroes, but maybe something there could be found to help defeat her? Or maybe, just maybe, open her eyes?

Adversaries: The Red Templars Edit

The rank and file of the Red Templars. These include the entire menagerie of the degrees of corruption by Red Lyirum, from those recently contaminated, to the truly lost: mindless beasts of great size.

EDIT OUT: Thanks to the powers of Red lyrium, all Red Templars possess enhanced speed, strength, stamina and healing capability. At more advanced stages of corruption, they are able to 'sew' red lyrium deposits into the soil.

Red Templar Horrors are also able to create and expel red lyrium crystals at high velocity from their bodies and spew red lyrium in liquid form. The Horror can charge a magical barrier, their "tell" being when they wring their heads and writhe, their red lyrium-lumped backs pulsating.

Red Templar Knights are able to channel red lyrium into other Red Templars to accelerate the speed of their corruption, transforming them into Horrors almost instantly. Knights are also able to use this ability to further enhance the strength and endurance of other Red Templars. While both Horrors and Knights eschew traditional weaponry in favour of their bare hands and claws, Shadows have taken it further and their forearms have actually transformed into giant spikes of Red Lyrium, allowing them to slice into their enemies.

Red Templar (Warrior - Sword) Edit

A Tevinten Battle Mage is a fearsome sight. Brushing off the taxation on their mana for doing so, they done armour and take the fight into the enemy. Commanders of the Venatori groups, they are more than capable of dealing with enemies in their own right. Students of the combat magics of the Tevinter army, they wield fire like artillery, incinerating their enemies.

Hidden behind masks and lies, they are the true members of the Venatori, each one grasping at the chance to prove themselves to the Elder One, crushing anyone and anything that gets in their way.

1 Communication
1 Constitution
1 Cunning (Arcane Lore)
3 Dexterity
6 Magic (Primal, Arcane Lance, Spirit)
1 Perception
0 Strength
4 Willpower
Speed Health Defense Armour Rating Mana Spell Power
12 32 13 3 44 16 (18)
Weapon Attack Roll Damage Range
Arcane Lance +8 1d6+8 16 Yards
Mage's Staff +5 1d6+4

Special Features

Favored Stunts: Defensive Stance.

Weapon Groups: Brawling, Staves.

Equipment: Quarter Staff, Light Leather Armour.

Spells: Arcane Bolt, Arcane Shield, Fireball, Flame Blast, Rock Armour.

Talents: Armour Training (Novice), Primal Magic(Novice).

Beefing the NPC Up

The following is a set of suggestions as to how one can make the adversary more of a challenge. Remember to adjust any dependent stats such as Spell Power or Speed as the NPC is improved!

Upgrade to Elite: +1 to Magic, Constitution and Willpower. Add a Focus in Strength (Intimidation) and Dexterity (Staves). Add the Spirit Magic Talent (Novice). Add Flaming Weapons Spell. Add 5 Health. Add 5 Mana.

Upgrade to Heroic: +2 to Magic and Willpower, Add +1 to Dexterity, Constitution and Perception. Add a Focus in Strength (Intimidation) and Dexterity (Staves) and Willpower (Faith). Add the Talent Spirit Magic (Novice). Increase the Primal Magic Talent to (Journeyman). Add Flaming Weapons, Heroic Offence Spells. Add 15 Health. Add 10 Mana.

Upgrade to Epic: +3 to Magic. Add +2 to Dexterity and Willpower, Add +1 to Cunning, Constitution and Perception. Add a Focus in Strength (Intimidation) and Dexterity (Staves), Willpower (Faith) and Dexterity (Initiative). Add the Talent Spirit Magic (Novice). Increase the Primal Magic Talent to (Master). Add Flaming Weapons, Heroic Offence and Inferno Spells. Add 20 Health. Add 15 Mana. Add 3 to Armour Rating.


Red Templar Marksman (Archer) Edit

A Tevinten Battle Mage is a fearsome sight. Brushing off the taxation on their mana for doing so, they done armour and take the fight into the enemy. Commanders of the Venatori groups, they are more than capable of dealing with enemies in their own right. Students of the combat magics of the Tevinter army, they wield fire like artillery, incinerating their enemies.

Hidden behind masks and lies, they are the true members of the Venatori, each one grasping at the chance to prove themselves to the Elder One, crushing anyone and anything that gets in their way.

1 Communication
1 Constitution
1 Cunning (Arcane Lore)
3 Dexterity
6 Magic (Primal, Arcane Lance, Spirit)
1 Perception
0 Strength
4 Willpower
Speed Health Defense Armour Rating Mana Spell Power
12 32 13 3 44 16 (18)
Weapon Attack Roll Damage Range
Arcane Lance +8 1d6+8 16 Yards
Mage's Staff +5 1d6+4

Special Features

Favored Stunts: Defensive Stance.

Weapon Groups: Brawling, Staves.

Equipment: Quarter Staff, Light Leather Armour.

Spells: Arcane Bolt, Arcane Shield, Fireball, Flame Blast, Rock Armour.

Talents: Armour Training (Novice), Primal Magic(Novice).

Beefing the NPC Up

The following is a set of suggestions as to how one can make the adversary more of a challenge. Remember to adjust any dependent stats such as Spell Power or Speed as the NPC is improved!

Upgrade to Elite: +1 to Magic, Constitution and Willpower. Add a Focus in Strength (Intimidation) and Dexterity (Staves). Add the Spirit Magic Talent (Novice). Add Flaming Weapons Spell. Add 5 Health. Add 5 Mana.

Upgrade to Heroic: +2 to Magic and Willpower, Add +1 to Dexterity, Constitution and Perception. Add a Focus in Strength (Intimidation) and Dexterity (Staves) and Willpower (Faith). Add the Talent Spirit Magic (Novice). Increase the Primal Magic Talent to (Journeyman). Add Flaming Weapons, Heroic Offence Spells. Add 15 Health. Add 10 Mana.

Upgrade to Epic: +3 to Magic. Add +2 to Dexterity and Willpower, Add +1 to Cunning, Constitution and Perception. Add a Focus in Strength (Intimidation) and Dexterity (Staves), Willpower (Faith) and Dexterity (Initiative). Add the Talent Spirit Magic (Novice). Increase the Primal Magic Talent to (Master). Add Flaming Weapons, Heroic Offence and Inferno Spells. Add 20 Health. Add 15 Mana. Add 3 to Armour Rating.


Red Templar Knight Edit

Large and horrible to look upon, they have portions of their flesh being fused to their armour, they hit hard and are able to strengthen nearby Red Templar soldiers.

A Tevinten Battle Mage is a fearsome sight. Brushing off the taxation on their mana for doing so, they done armour and take the fight into the enemy. Commanders of the Venatori groups, they are more than capable of dealing with enemies in their own right. Students of the combat magics of the Tevinter army, they wield fire like artillery, incinerating their enemies.

Hidden behind masks and lies, they are the true members of the Venatori, each one grasping at the chance to prove themselves to the Elder One, crushing anyone and anything that gets in their way.

1 Communication
1 Constitution
1 Cunning (Arcane Lore)
3 Dexterity
6 Magic (Primal, Arcane Lance, Spirit)
1 Perception
0 Strength
4 Willpower
Speed Health Defense Armour Rating Mana Spell Power
12 32 13 3 44 16 (18)
Weapon Attack Roll Damage Range
Arcane Lance +8 1d6+8 16 Yards
Mage's Staff +5 1d6+4

Special Features

Favored Stunts: Defensive Stance.

Weapon Groups: Brawling, Staves.

Equipment: Quarter Staff, Light Leather Armour.

Spells: Arcane Bolt, Arcane Shield, Fireball, Flame Blast, Rock Armour.

Talents: Armour Training (Novice), Primal Magic(Novice).

Beefing the NPC Up

The following is a set of suggestions as to how one can make the adversary more of a challenge. Remember to adjust any dependent stats such as Spell Power or Speed as the NPC is improved!

Upgrade to Elite: +1 to Magic, Constitution and Willpower. Add a Focus in Strength (Intimidation) and Dexterity (Staves). Add the Spirit Magic Talent (Novice). Add Flaming Weapons Spell. Add 5 Health. Add 5 Mana.

Upgrade to Heroic: +2 to Magic and Willpower, Add +1 to Dexterity, Constitution and Perception. Add a Focus in Strength (Intimidation) and Dexterity (Staves) and Willpower (Faith). Add the Talent Spirit Magic (Novice). Increase the Primal Magic Talent to (Journeyman). Add Flaming Weapons, Heroic Offence Spells. Add 15 Health. Add 10 Mana.

Upgrade to Epic: +3 to Magic. Add +2 to Dexterity and Willpower, Add +1 to Cunning, Constitution and Perception. Add a Focus in Strength (Intimidation) and Dexterity (Staves), Willpower (Faith) and Dexterity (Initiative). Add the Talent Spirit Magic (Novice). Increase the Primal Magic Talent to (Master). Add Flaming Weapons, Heroic Offence and Inferno Spells. Add 20 Health. Add 15 Mana. Add 3 to Armour Rating.


Red Templar Shadow Edit

Templars whose arms have been taken over by sharp red lyrium crystals. They stalk the battle field and attack unseen.

1 Communication
1 Constitution
1 Cunning (Arcane Lore)
3 Dexterity
6 Magic (Primal, Arcane Lance, Spirit)
1 Perception
0 Strength
4 Willpower
Speed Health Defense Armour Rating Mana Spell Power
12 32 13 3 44 16 (18)
Weapon Attack Roll Damage Range
Arcane Lance +8 1d6+8 16 Yards
Mage's Staff +5 1d6+4

Special Features

Favored Stunts: Defensive Stance.

Weapon Groups: Brawling, Staves.

Equipment: Quarter Staff, Light Leather Armour.

Spells: Arcane Bolt, Arcane Shield, Fireball, Flame Blast, Rock Armour.

Talents: Armour Training (Novice), Primal Magic(Novice).

Beefing the NPC Up

The following is a set of suggestions as to how one can make the adversary more of a challenge. Remember to adjust any dependent stats such as Spell Power or Speed as the NPC is improved!

Upgrade to Elite: +1 to Magic, Constitution and Willpower. Add a Focus in Strength (Intimidation) and Dexterity (Staves). Add the Spirit Magic Talent (Novice). Add Flaming Weapons Spell. Add 5 Health. Add 5 Mana.

Upgrade to Heroic: +2 to Magic and Willpower, Add +1 to Dexterity, Constitution and Perception. Add a Focus in Strength (Intimidation) and Dexterity (Staves) and Willpower (Faith). Add the Talent Spirit Magic (Novice). Increase the Primal Magic Talent to (Journeyman). Add Flaming Weapons, Heroic Offence Spells. Add 15 Health. Add 10 Mana.

Upgrade to Epic: +3 to Magic. Add +2 to Dexterity and Willpower, Add +1 to Cunning, Constitution and Perception. Add a Focus in Strength (Intimidation) and Dexterity (Staves), Willpower (Faith) and Dexterity (Initiative). Add the Talent Spirit Magic (Novice). Increase the Primal Magic Talent to (Master). Add Flaming Weapons, Heroic Offence and Inferno Spells. Add 20 Health. Add 15 Mana. Add 3 to Armour Rating.


Red Templar Horror Edit

Barely human beasts with warped, mangled flesh bursting out of their armour and studded with red lyrium crystals, they attack from afar and can generate a barrier for themselves after a moment of channeling.

1 Communication
1 Constitution
1 Cunning (Arcane Lore)
3 Dexterity
6 Magic (Primal, Arcane Lance, Spirit)
1 Perception
0 Strength
4 Willpower
Speed Health Defense Armour Rating Mana Spell Power
12 32 13 3 44 16 (18)
Weapon Attack Roll Damage Range
Arcane Lance +8 1d6+8 16 Yards
Mage's Staff +5 1d6+4

Special Features

Favored Stunts: Defensive Stance.

Weapon Groups: Brawling, Staves.

Equipment: Quarter Staff, Light Leather Armour.

Spells: Arcane Bolt, Arcane Shield, Fireball, Flame Blast, Rock Armour.

Talents: Armour Training (Novice), Primal Magic(Novice).

Beefing the NPC Up

The following is a set of suggestions as to how one can make the adversary more of a challenge. Remember to adjust any dependent stats such as Spell Power or Speed as the NPC is improved!

Upgrade to Elite: +1 to Magic, Constitution and Willpower. Add a Focus in Strength (Intimidation) and Dexterity (Staves). Add the Spirit Magic Talent (Novice). Add Flaming Weapons Spell. Add 5 Health. Add 5 Mana.

Upgrade to Heroic: +2 to Magic and Willpower, Add +1 to Dexterity, Constitution and Perception. Add a Focus in Strength (Intimidation) and Dexterity (Staves) and Willpower (Faith). Add the Talent Spirit Magic (Novice). Increase the Primal Magic Talent to (Journeyman). Add Flaming Weapons, Heroic Offence Spells. Add 15 Health. Add 10 Mana.

Upgrade to Epic: +3 to Magic. Add +2 to Dexterity and Willpower, Add +1 to Cunning, Constitution and Perception. Add a Focus in Strength (Intimidation) and Dexterity (Staves), Willpower (Faith) and Dexterity (Initiative). Add the Talent Spirit Magic (Novice). Increase the Primal Magic Talent to (Master). Add Flaming Weapons, Heroic Offence and Inferno Spells. Add 20 Health. Add 15 Mana. Add 3 to Armour Rating.


Red Templar Guard (Sword and Shield) Edit

A Tevinten Battle Mage is a fearsome sight. Brushing off the taxation on their mana for doing so, they done armour and take the fight into the enemy. Commanders of the Venatori groups, they are more than capable of dealing with enemies in their own right. Students of the combat magics of the Tevinter army, they wield fire like artillery, incinerating their enemies.

Hidden behind masks and lies, they are the true members of the Venatori, each one grasping at the chance to prove themselves to the Elder One, crushing anyone and anything that gets in their way.

1 Communication
1 Constitution
1 Cunning (Arcane Lore)
3 Dexterity
6 Magic (Primal, Arcane Lance, Spirit)
1 Perception
0 Strength
4 Willpower
Speed Health Defense Armour Rating Mana Spell Power
12 32 13 3 44 16 (18)
Weapon Attack Roll Damage Range
Arcane Lance +8 1d6+8 16 Yards
Mage's Staff +5 1d6+4

Special Features

Favored Stunts: Defensive Stance.

Weapon Groups: Brawling, Staves.

Equipment: Quarter Staff, Light Leather Armour.

Spells: Arcane Bolt, Arcane Shield, Fireball, Flame Blast, Rock Armour.

Talents: Armour Training (Novice), Primal Magic(Novice).

Beefing the NPC Up

The following is a set of suggestions as to how one can make the adversary more of a challenge. Remember to adjust any dependent stats such as Spell Power or Speed as the NPC is improved!

Upgrade to Elite: +1 to Magic, Constitution and Willpower. Add a Focus in Strength (Intimidation) and Dexterity (Staves). Add the Spirit Magic Talent (Novice). Add Flaming Weapons Spell. Add 5 Health. Add 5 Mana.

Upgrade to Heroic: +2 to Magic and Willpower, Add +1 to Dexterity, Constitution and Perception. Add a Focus in Strength (Intimidation) and Dexterity (Staves) and Willpower (Faith). Add the Talent Spirit Magic (Novice). Increase the Primal Magic Talent to (Journeyman). Add Flaming Weapons, Heroic Offence Spells. Add 15 Health. Add 10 Mana.

Upgrade to Epic: +3 to Magic. Add +2 to Dexterity and Willpower, Add +1 to Cunning, Constitution and Perception. Add a Focus in Strength (Intimidation) and Dexterity (Staves), Willpower (Faith) and Dexterity (Initiative). Add the Talent Spirit Magic (Novice). Increase the Primal Magic Talent to (Master). Add Flaming Weapons, Heroic Offence and Inferno Spells. Add 20 Health. Add 15 Mana. Add 3 to Armour Rating.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.