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Gladiator

Gladiator
  • Size: Medium or Small
  • Type: Humanoid
  • Alignment: Neutral
  • AC: 16
  • Initiative: +5 (15)
  • HP: 112 (15d8 + 45)
  • Speed: 30 ft.
ATTRVALMODSAVE
STR18+4+7
DEX15+2+5
CON16+3+6
INT10+0+0
WIS12+1+4
CHA15+2+5
  • Skills: Athletics +10, Intimidation +5
  • Senses: Passive Perception 11
  • Languages: Common
  • CR: 5 (XP 1,800; PB +3)

Traits

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).

Actions

Multiattack. The gladiator makes two Spear attacks or two Javelin attacks.

Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage.

Shield Bash. Strength Saving Throw: DC 15, one creature within 5 feet that the gladiator can see. Failure: 9 (2d4 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.

Reactions

Parry. Trigger: The gladiator is hit by a melee attack roll while holding a weapon. Response: The gladiator adds 3 to its AC against that attack, possibly causing it to miss.

Lore & Background

Gladiators are professional fighters who have dedicated their lives to the art of combat entertainment, whether by choice or by circumstance. These warriors come from diverse backgrounds - some are former soldiers seeking glory, others are slaves forced into the arena, and still others are free citizens who have chosen the dangerous but potentially lucrative path of arena combat. Regardless of their origins, all gladiators share exceptional fighting skills and an intimate familiarity with various weapons and combat techniques.

The life of a gladiator is one of constant training, brutal competition, and the ever-present threat of death. Those who survive long enough in the arena develop not only superior combat abilities but also showmanship skills, understanding that entertaining the crowd is just as important as defeating opponents. Many gladiators become celebrities in their own right, with devoted fans and lucrative sponsorship deals, while others remain anonymous fighters struggling to survive each match.

Combat Tactics

Gladiators are versatile combatants trained to adapt to different opponents and fighting conditions. They excel at using their Multiattack ability to deliver multiple strikes with different weapons, often wielding a combination of melee weapons and shields. Their Parry reaction allows them to reduce incoming damage, reflecting their defensive training and experience.

Most gladiators fight with a combination of aggression and showmanship, seeking to impress spectators while efficiently dispatching opponents. They're skilled at reading their enemies' fighting styles and adapting their tactics accordingly. When fighting multiple opponents, they use positioning and terrain to their advantage, never allowing themselves to be completely surrounded.

Encounter Ideas

The Escaped Champion: A famous gladiator has escaped from slavery and is being hunted by their former owners. The party must decide whether to help the fugitive find freedom or return them for the substantial bounty on their head.

Underground Tournament: The party discovers an illegal gladiatorial tournament operating beneath the city, where desperate people fight to the death for the entertainment of wealthy nobles. They must decide whether to shut it down, participate, or expose the corruption.

The Gladiator's Revenge: A retired gladiator seeks vengeance against the corrupt official who rigged matches and caused the death of their closest friend. The party becomes involved when the gladiator's quest for justice threatens to expose a larger conspiracy.

Arena Politics: The party is hired to investigate suspicious deaths in the gladiatorial games, discovering that someone is using the arena to eliminate political rivals and inconvenient witnesses under the guise of entertainment.

Environmental Effects

Gladiators are most at home in arena environments, but their presence can transform any space into a makeshift fighting ground. They instinctively assess terrain advantages, sight lines, and escape routes in any location. Their training makes them excellent at using environmental hazards and improvised weapons to their advantage.

When gladiators gather, they often engage in impromptu sparring matches and weapons demonstrations, turning peaceful areas into training grounds. Their competitive nature can inspire others to test their own combat skills, sometimes leading to friendly competitions or dangerous challenges.

Treasure

Gladiators typically own high-quality weapons and armor, often gifted by sponsors or earned through victories. Masterwork weapons and well-maintained armor are common possessions, along with trophies from memorable battles. Prize money and gifts from admirers may include jewelry, fine clothing, and luxury items.

Gladiatorial equipment such as nets, tridents, and specialized armor represents their professional tools. Victory wreaths, championship belts, and ceremonial weapons serve as symbols of their achievements and status within the fighting community.

Plot Hooks

The Fixed Fight: A gladiator approaches the party for help in exposing a conspiracy to fix arena matches, but doing so will put them at odds with powerful criminal organizations and corrupt officials who profit from the deception.

Blood and Sand: A gladiator school has been producing unusually skilled fighters, and investigation reveals they're using forbidden magic or training techniques that enhance combat ability at a terrible cost. The party must decide whether to shut down the operation or find a way to regulate it.

The People's Champion: A charismatic gladiator has been using their fame to speak out against social injustices, inspiring the common people but angering the ruling class. The party must protect the gladiator from assassination attempts while helping them navigate the dangerous world of politics.

Gladiator Rebellion: Inspired by tales of ancient slave revolts, a group of gladiators plans to escape their bonds and fight for freedom. The party must choose sides in a conflict that could spark a larger revolution or devastating crackdown on all arena fighters.