Bravery of the Gods. The champion has advantage on saving throws against being frightened, charmed, deafened, blinded, grappled, incapacitated, paralyzed, petrified, restrained, stunned, knocked prone, and knocked unconscious.
Melee Blessing. A melee weapon deals an extra 5 (1d8) radiant damage when the champion hits with it (included in the attack).
Spellcasting. The champion is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +7 to hit with spell attacks). The champion has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, resistance, word of radiance
1st level (3 slots): bless, cure wounds, protection from evil and good
2nd level (2 slots): lesser restoration, warding bond, spiritual weapon (halberd)
3rd level (2 slots): beacon of hope, crusader's mantle
4th level (1 slot): guardian of faith
Multiattack. The gladiator makes three melee attacks or two ranged attacks.
Throwable Staff. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/75 ft., one target. Hit: 11 (2d6 + 4) piercing damage and all creatures within 5 feet of the staff's landing spot must succeed on a DC 13 Dexterity saving throw or take 2 (1d4) radiant damage, or 13 (2d8 + 4) piercing damage plus 5 (1d8) radiant damage if used with two hands to make a melee attack.
+1 Halberd. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d6+5) slashing damage plus 6 (1d8+1) radiant damage.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) bludgeoning damage plus 5 (1d8) radiant 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 champion adds 3 to its AC against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon.
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