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Medium humanoid · CR 5

Gladiator

Armor Class16
Hit Points112 (15d8+45)
Speed30 ft.
ChallengeCR 5 (1,800 XP)
STR
18
(+4)
DEX
15
(+2)
CON
16
(+3)
INT
10
(+0)
WIS
12
(+1)
CHA
15
(+2)
Saving ThrowsSTR +7, DEX +5, CON +6
SkillsAthletics +10, Intimidation +5
Sensespassive Perception 11
Languagesany one language (usually Common)
Special Abilities
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 three melee attacks or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 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.
Reactions
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.

Running Gladiator in an encounter

As a CR 5 threat worth 1,800 XP, Gladiator is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 5 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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