Military mind. The Joinling has advantage on saving throws against being charmed.
Brute. A melee weapon deals one extra die of its damage when the Joinling hits with it (included in the attack).
Blood Frenzy. The Joinling has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Beast sense. The Joinling has advantage on perception made using smell.
Joined Minds. The Joinling can magically communicate with any Joinlings within 120 feet of it, using a limited telepathy.
Multiattack. The Joinling makes three melee attacks or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) 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.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
Parry. The Joinling adds 3 to its AC against one melee attack that would hit it. To do so, the Joinling must see the attacker and be wielding a melee weapon.
Description
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.
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