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.
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.
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
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10/22/2019 6:52:38 PM
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2
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1
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1
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Coming Soon
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