- Armor Class
- 16 (studded leather, shield)
- Hit Points
- 112 (15d8 + 45)
- 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
- Athletics +10, Intimidation +5
- passive Perception 11
- any one language (usually Common)
- 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).
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.
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.