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Gladiator

Challenge
Tags
Terrain
str
18
dex
14
con
16
int
10
wis
12
cha
14

AC 16 (leather armor, shield)

HP 105 (14d8 + 42; bloodied 52)

Speed 30 ft.


Proficiency +3; Maneuver DC 15

Saving Throws Str +7, Con +6

Skills Athletics +7, Intimidation +5, Performance +5

Senses passive Perception 11

Languages any one


Combat Expertise. The damage of the gladiator’s attacks includes a d6 expertise die.


ACTIONS

Multiattack. The gladiator makes two melee attacks with their spear or throws two javelins.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Shield. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.


BONUS ACTIONS

Shield Rush. The gladiator makes an attack with their shield. On a hit, the target makes a DC 15 Dexterity saving throw , falling prone on a failure.


REACTIONS

Shield Block. If the gladiator is wielding a shield and can see their attacker, they add 3 to their AC against one melee or ranged attack that would hit them.

GLADIATOR VARIANTS: GLADIATORIAL MANEUVERS

There are as many gladiatorial fighting styles as there are gladiators. The Narrator can grant the gladiator an additional bonus action, reaction, or both from the lists below.


BONUS ACTIONS

Disarming Strike. The gladiator makes a melee attack with their spear. On a hit, the target makes a DC 15 Strength saving throw . On a failure, an item of the gladiator’s choice that the target is holding (including a shield) flies from its grip to land in a space of the gladiator’s choice 10 feet away.

Net Throw. Ranged Weapon Attack: +7 to hit, range 5/15 ft., one target. Hit: A Large, Medium, or Small target is restrained in a net until it is freed. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. The net is an object with AC 10, 5 hit points, and immunity to bludgeoning damage.

Wound Foe. The gladiator makes a melee attack with their spear. On a hit, the target takes a wound that deals 5 (1d10) ongoing piercing damage. A creature can end the ongoing damage by stanching the wound as an action or by giving the target magical healing. 


REACTIONS

Counter Critical. When a creature the gladiator can see scores a critical hit against the gladiator with a melee weapon attack, the gladiator makes a spear attack against it.

Dodge and Roll. When a creature the gladiator can see misses the gladiator with a melee weapon attack, the gladiator moves 15 feet without provoking opportunity attacks .

Throw Foe. When a creature the gladiator can see misses the gladiator with a melee weapon attack, the creature makes a DC 15 Dexterity saving throw . On a failure, it is pushed up to 15 feet from the gladiator.

Description

Gladiators battle monsters and each other for the entertainment of the public. Gladiators train with a variety of fighting styles and weapons; their techniques are as flashy as they are deadly.

Encounters

CR 5–10 1 or 2 gladiators; gladiator with 1 or 2 veterans ; gladiator with minstrel and 2d10 commoners

Treasure 50 pp, topaz ring (750 gp), love note from a noble, 1 shield (emits a shower of sparks when struck)

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.