Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Bulwark Stance. As a bonus action, the conqueror can enter a stance. While in this stance, the conqueror's speed is halved and it has resistance against damage caused by spells. If a creature misses a melee attack against the conqueror, the conqueror can make a melee attack against that creature. The conqueror can exit this stance as a bonus action.
Determined Conqueror. The conqueror has advantage on saving throws against being charmed and frightened.
Multiattack. The conqueror makes three melee attacks and may use Conqueror's Mantle if it is available.
Flail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed a DC 17 Strength saving throw or be knocked prone.
Conqueror's Mantle (Recharge 6). The conqueror channels its anger and gains 18 (4d8) temporary hit points. While the conqueror has these temporary hit points, its melee attacks deal an extra 5 (1d10) fire damage.
Punishment. The conqueror makes a flail attack against every creature of its choice within 5 feet of it.
Crushing Glare. When the conqueror takes damage from a creature, the conqueror can cause that creature to take 11 (2d10) psychic damage.
Description
More than treasure, a conqueror craves infamy. A conqueror is more than a leader of criminals and seeks only to gather power and wealth. They crush the opposition so that they may be regarded as the strongest and most powerful of their kin.
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