Brave. The gladiator has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Multiattack. The gladiator makes three melee attacks or two ranged attacks.
Bastard Sword. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing 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. The gladiator 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.
Get Back Here. The gladiator makes a melee attack against a creature leaving it's area of influence. If the attack hits, that target's speed is reduced to 0 until the start of it's next turn.
Bunker. The gladiator hoists it's shield, increasing it's AC versus ranged attacks by 5.
Boss Actions: Use 1 on round 1, 2 on round 2, etc.
1: Get In There! A bandit minion, for each PC, drops down from the rafters and may move 30 feet without triggering attacks of opportunity.
2: FREE FOR ALL! Each bandit minion, within range, makes a melee attack against a player of their choice.
3: Now I'm Mad! Breighly drops his shield and makes 2 melee attacks against a PC within range. If a bandit minion is within range of this PC, it also makes a melee attack against the player.
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.
Lair and Lair Actions
1. Surrounded by voices. Each player must succeed at DC 10 Wisdom Saving Throw or be frightened until the end of the round.
2. Within the Nest. Two bandit minions appear within 30 feet of Breighly.
3. Spring the Traps. All creatures in the arena must make a DC 12 Dexterity save or take 1d10 fire damage. Members of the Purple Tail Thieve's Guild have advantage on this saving throw.
4. Prepare the Bombs! Bombs are set around the arena.
5. Last Ditch Effort. A large amount of bombs are dropped in the arena, players have 4 rounds to escape or take 10d10 damage. If Breighly is killed before this round, this is avoided.
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