Medium Humanoid (Any Race), Any Alignment
Armor Class 17 (plate, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
15 (+2)
Saving Throws STR +7, DEX +5, CON +6
Skills Athletics +10, Intimidation +5
Condition Immunities Exhaustion
Senses Passive Perception 11
Languages Common Any one language (usually Common)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Brave. The guard has advantage on saving throws against being frightened. charmed.

Adrenaline. After falling below 25 health, the guard gets a surge of adrenaline allowing it to double its move speed until healed above 25hp or until death. The guard can use the disengage action as a reaction after being knocked below 25hp the first time. 

 

Actions

Multiattack. The guard makes three melee attacks or two ranged attacks.

Longsword. Melee Attack: +7 to hit, reach 5 ft, one target. Hit: 11 (2d6 + 4) slashing damage, or 13 (2d8 + 4) slashing damage if used with two hands to make a melee attack.

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.

Reactions

Parry and disarm. The guard 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. On successful parry, roll a d20, on any roll 15 or above the soldier can disarm the target, throwing their weapon up to 10ft away. 

Description

These elite soldiers are bought out by the hierarch of the town. They do their masters bidding and are extremely proficient mercs. 

Previous Versions

Name Date Modified Views Adds Version Actions
10/22/2019 6:52:38 PM
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Monster Tags: NPC

Habitat: Urban

Chopperjr69

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