### Gladiator

*Medium humanoid (any race), any alignment*

**Armor Class** 16 (studded leather, shield)

**Hit Points** 112 (15d8 + 45)

**Speed** 30 ft.

| STR     | DEX     | CON     | INT     | WIS     | CHA     |
|---------|---------|---------|---------|---------|---------|
| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 12 (+1) | 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.