Brave. The tamer has advantage on saving throws against being frightened.
Acklay Call As a bonus action, the Acklay Tamer can call its Acklay mount, and then starts to ride it. All weapon attacks gain +5 reach while mounted.
Trained to the saddle. The tamer can mount any creature and has a high chance of taming it to the gladiator's will. A successful mount can be done with a DC 20 Animal Handling check, as well as a DC 15 Athletics check to mount the creature.
Multiattack. The gladiator makes three melee attacks or two ranged attacks.
Tamer's Whip. Melee Weapon Attack: +6 to hit reach 5ft., one creature hit 8 (2D4+4) slashing damage. (See Tamer's whip in homebrew magical items)
Blowgun. Ranged Weapon Attack: +5 to hit, reach 120 ft, one target. Hit 1 piercing damage. Make a DC 20 CON saving throw. On a fail, you are knocked unconscious. On success, nothing happens.
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.
Description
An acklay tamer is in charge of capturing, and training all reeks that the arena requires, as the mounted gladiatorial combat often kills the acklays. Trained in the art of finding them, they ride an acklay that they have captured, and are often armed with a blowgun, rope, and whip to train them. A common strategy is to lure them into the open and then reveal themselves. Due to the acklay's violent nature, it will try to kill the tamer. More often than not, this is a failure, because when striking their legs into the ground, the acklay often gets them stuck, and the tamer will scramble onto their back, tie the rope around their mouth like reins, and then calm it down. If the calming strategy does not work, it is whipped into submission.
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