| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 15 | +2 | +2 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 14 | +2 | +2 |
| CHA | 14 | +2 | +2 |
Brave. The arena champion has advantage on saving
throws against being frightened.
Ultimate Brute. A melee weapon deals two extra dice of
its damage when the arena champion hits with it
(included in the attack).
Silver Laurel (1/Day). If the arena champion fails a
saving throw, it may choose to succeed instead.
Multiattack. The arena champion makes three melee
attacks or two ranged attacks.
Iron Long Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 [roll]3d8+5[/roll] [slashing] damage.
Spear attack. Ranged or melee Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 18 [roll]3d8+5[/roll] [piercing] damage.
Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 [roll]3d4+5[/roll] {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. The arena champion adds 3 to its AC against one
melee attack that would hit it. To do so, the arena
champion must see the attacker and be wielding a melee
weapon.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Arena Champion
The warrior with a silver laurel on his brow points his dark-bladed longsword at you in a challenge. His calm in the fever pitch of battle shows he has faced death a hundred times and triumphed. Sole Survivor. The arena champion is the sole survivor of a grand melee where a dozen undefeated gladiators clash in a ight to the death. The grand melee only occurs once every ive years, and its participants earn their invitation by triumphing in dozens of grueling pit ights. Most gladiators destined for the grand melee become celebrities during their years moving up the ranks. Their fans have been known to attack each other when heated arguments about who is the superior warrior escalate too far.
The Ultimate Prize.
The champion of the grand melee must be not only the greatest warrior, but the most adept performer, able to move the crowd in his or her favor and play to the bloodthirsty demands of the judges. The victor earns the silver laurel and iron longsword, symbols of the freedom given to the champion of the ultimate gladiatorial event
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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