Gladiator

Medium humanoid (any race), any alignment
Armor Class
16 (studded leather, shield)
Hit Points
112 (15d8 + 45)
Speed
30 ft.
  • 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.

Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.