Medium Undead (Any Race), Chaotic Neutral
Armor Class 23 (thick plate armor)
Hit Points 165 (2d8)
Speed 40 ft.
STR
25 (+7)
DEX
22 (+6)
CON
27 (+8)
INT
11 (+0)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +11, DEX +10, CON +12
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Exhaustion, Frightened, Grappled, Poisoned, Stunned
Senses Tremorsense 15ft, Passive Perception 10
Languages Common, Undercommon Any one language (usually Common)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Aggressive Duelist. Attack Modifier: If the Unproven Gladiator is attacking with any sort of weapon, they can choose to use their reaction to add their proficiency bonus to their attack roll.

All According to Plan. Attack Modifier: +6 to hit and +2 to damage on any restrained or grappled target.

Beat Down. Debuff: If a restrained target has been attacked by any Gladiator's attack besides the net, then they receive a -3 on their next restrain check, and a -1 to hit.

Steady Hands. Defense Modifier: The Gladiator cannot be disarmed except by magical means.

Mind of the Mongoose. Action Modifier: The Gladiator has two reactions per turn, and cannot be knocked prone except by magic.

Undying. Once the Gladiator takes damage that would reduce it to 0 hit points, it is restored to 35 hit points instead. If the Gladiator is not reduced back to zero again before the start of the next round, their health will be restored to 35. The regeneration kicks in at the start of each round after they hit 0 for the first time.

To The Glorious End. Attack Modifier: While the Gladiator is at 30 or less health, damage is doubled.

Honorable Fighter. Action Modifier: If the Gladiator is in melee combat for 10 consecutive rounds against an intelligent target, or the Gladiator is bested in combat, they will surrender immediately unless they have a good reason not to.

Actions

Multiattack. Melee Attack: The Gladiator can perform four attacks per turn if he did not use any movement, and three attacks if there was movement.

RKO. Melee Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (3d4+5) bludgeoning damage. 1 in 12 chance to inflict Unconscious. Can only be performed on grappled or restrained targets. Can only be performed once per turn.

Pummel. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (3d4+2) bludgeoning damage. 1 in 20 chance inflict Stunned.

Net Throw. Ranged Weapon Attack: +7 to hit, radius 10 ft., range 30 ft./50 ft., up to two targets. Can only be used twice. Restrains targets on hit.

Blade Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (3d6+3) slash damage.

Bonus Actions

Aerial Capture. Movement Ability: If there is a target at least 10 feet below the Gladiator that is no more than 20 feet away laterally, the Gladiator can use the Tangle reaction with a guarantee to succeed, without suffering fall damage.

Reactions

Tangle. Reaction Attack: If the Gladiator is hit by a melee attack and still has a net, they can instantaneously tangle their attacker in the net with a DC 19 dexterity to dodge. If the target has a reaction, this ability removes it until they are un-restrained.

The B o o t. Reaction Attack: If the Gladiator has an enemy enter their range, for that turn only, the Gladiator can kick an enemy for a guaranteed 2d4+2 damage and deal 5ft of knockback per point of damage dealt. Deals blugeoning.

Description

Gladiators, by nature, actively seek battle to prove themselves, and carve out a glorious legend in the history books. Or an infamous legend. Really, they just want to be known, and even if they don't end up making a massive impact, if they go out in style, they're happy. Unfortunately, not all Gladiators get this opportunity, and some of the truly unlucky ones get bent before they can do much of anything. It is these sad fates that bring the Unproven Gladiator onto the battlefield once more, ready to redeem themselves by any means necessary. Desperate to ensure that their next battle ends with at least some showing of their battle prowess, these warriors are even more aggressive than usual with their attacks, but are also almost always heavily armored, so as to avoid another untimely end. Undead, but not unreasonable, if you can give these masters of battle a good and honorable fight, they will often choose to lay down their blades without any more death being necessary.

Notes: +5/+5 to initiative. Uses their fists and a shortsword, and has three nets. Parry AC is 17. Carries a bottle of Gladiator's Frenzy Juice.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

TeratomaTourist

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