More gladiators for your game!
Base gladiator from the Monster Manual.
GLADIATOR
Medium humanoid
(any race), any alignment
Armor Class 16 (studded leather, shield)
Hit Points 112 (15d8 + 45)
Speed 30ft.
STR 18 (+4) DEX 15 (+2)
CON 16 (+3) INT 10 (+0) WIS 12 (+1)
CHA 15 (+2)
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 5 (1 ,800 XP)
Brave. The gladiator has advantage on saving
throws against being frightened.
Brute. A melee weapon deals one extra die of
its damage when the gladiator hits with it (included in the attack).
ACTIONS
Multiattack. The gladiator makes three melee
attacks or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +7 to
hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing
damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a
melee attack.
Shield Bash. Melee Weapon Attack: +7 to hit,
reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target
is a Medium or smaller creature, it must succeed on a DC 15 Strength saving
throw or be knocked prone.
REACTIONS
Parry. The gladiator adds 3 to its AC against
one melee attack that would hit it. To do so, the gladiator must see the
attacker and be wielding a melee weapon.
This monster of a gladiator stands a head above his
fellow gladiators and swings a massive maul as it strides forth into the
arena.
GREAT WEAPON GLADIATOR
Medium humanoid
(any race), any alignment
Armor Class 16 (scale mail)
Hit Points 135 (18d8 + 54)
Speed 30ft.
STR 20 (+5) DEX 15 (+2)
CON 16 (+3) INT 10 (+0) WIS 12 (+1)
CHA 15 (+2)
Saving Throws Str +8, Dex +5, Con +6
Skills Athletics +11, Intimidation +5
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 5 (1 ,800 XP)
Brave. The gladiator has advantage on saving
throws against being frightened.
Brute. A melee weapon deals one extra die of
its damage when the gladiator hits with it (included in the attack).
Second Wind (Recharges after a Short or Long
Rest). As a bonus action, the champion can regain 20 hit points.
Great Weapon Master. On your turn, when you score a critical hit
with a melee weapon or reduce a creature to 0 hit points with one, you can
make one melee weapon attack as a bonus action.
ACTIONS
Multiattack. The gladiator makes three melee
attacks.
Maul.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Standing in his fish inspired helmet, this
gladiator fights with a trident and a net.
TRIDENT & NET GLADIATOR
Medium humanoid
(any race), any alignment
Armor Class 16 (scale mail)
Hit Points 112 (15d8 + 45)
Speed 30ft.
STR 18 (+4) DEX 15 (+2)
CON 16 (+3) INT 10 (+0) WIS 12 (+1)
CHA 15 (+2)
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 5 (1 ,800 XP)
Brave. The gladiator has advantage on saving
throws against being frightened.
Brute. A melee weapon deals one extra die of
its damage when the gladiator hits with it (included in the attack).
ACTIONS
Multiattack. The gladiator makes three melee
attacks
Trident.
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60
ft., one target. Hit: 11 (2d6 + 4)
piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to
make a melee attack.
Net. Ranged Weapon Attack: +7 to hit, range
5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC
10 Strength check to free itself or another creature in a net, ending the
effect on a success. Dealing 5
slashing damage to the net (AC 10) frees the target without harming it and
destroys the net.
When you use an
action, bonus action, or reaction to attack with a net, you can make only one
attack
regardless of the
number of attacks you can normally make.
Parry. As long as the net as not restrained
anybody, the gladiator may use the net to flair and confuse her foes. The gladiator adds 3 to its AC against one
melee attack that would hit it. To do so, the gladiator must see the attacker
and be wielding a melee weapon or a net.
Armed with a longbow, this gladiator fights from a
distance, usually fighting with other gladiators who fight up close.
ARCHER GLADIATOR
Medium humanoid
(any race), any alignment
Armor Class 16 (studded leather)
Hit Points 112 (15d8 + 45)
Speed 30ft.
STR 15 (+2) DEX 18 (+4)
CON 16 (+3) INT 10 (+0) WIS 12 (+1)
CHA 15 (+2)
Saving Throws Str +5, Dex +7, Con +6
Skills Athletics +8, Intimidation +5
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 5 (1 ,800 XP)
Brave. The gladiator has advantage on saving
throws against being frightened.
Brute. A melee weapon deals one extra die of
its damage when the gladiator hits with it (included in the attack).
Sharpshooter.
Your ranged weapon attacks ignore half cover and three-quarters cover.
ACTIONS
Multiattack. The gladiator makes two melee
attacks or three ranged attacks.
Longbow. Ranged Weapon Attack: +7 to hit,
ranged 150/600 ft., one target. Hit: 13 (2d8+ 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +7 to
hit, reach 5 ft. or range 20f60 ft., one target. Hit: 9 (2d4 + 4) piercing
damage.
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