Sharkey "The Mad" in Belthaine | World Anvil
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Sharkey "The Mad"

Blacksmith from Redfort, convinced "Scared Darrel" to leave the town to find his way on his own, had hoped he would learn a tough lesson, but was well intentioned. Believed Darrel had mental problems but would straighten up later in life with some good lessons.
SRD

Gladiator

Medium humanoid (any race), any
Armor Class 16 (studded leather, shield)
Hit Points 112 ( 15d8+45 )
Speed 30ft

STR
18 +4
DEX
15 +2
CON
16 +3
INT
10 0
WIS
12 +1
CHA
15 +2

Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 5 (1,800 XP)


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. and 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.


 

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.


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