Brave. The Gladiator has advantage on saving throws against being frightened.
Multiattack. The Gladiator makes three melee attacks or two ranged attacks.
Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Lightning Strike (Recharge 6). The Gladiator makes one spear attack and channels a bolt of lightning through the weapon. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of the Gladiators next turn.
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.
Lightning Breath (Recharge 5–6). The dragonborn exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
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.
Description
The blue dragonborn of Kolm Drezar are exceptional at all tasks they perform and often compete with each other in feats of perfection. Even the most mundane task is done with a masterful flourish to feed the ego that all dragon-descended races share.
Comments