Page 262 - Monster Manual Expanded III Dragonix
P. 262
Gladiator, Legendary Legendary Actions
Medium humanoid (any race), any alignment The gladiator can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The gladiator
Armor Class 17 (studded leather, shield)
regains spent legendary actions at the start of its turn.
Hit Points 120 (16d8 + 48)
Speed 30 ft. Move. The gladiator moves up to half its speed without provoking
opportunity attacks.
STR DEX CON INT WIS CHA Attack. The gladiator makes a melee or ranged weapon attack.
19 (+4) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 15 (+2) Cheap Shot. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: The target must succeed on a DC 16 Constitution
Saving Throws Str +8, Dex +7, Con +7 saving throw or be stunned until the end of its next turn.
Skills Athletics +12, Intimidation +6 Intimidating Presence. The gladiator targets one creature it
Senses passive Perception 11 can see within 30 feet of it. If the target can see and hear the
Languages any one language (usually Common) gladiator, it must succeed on a DC 14 Wisdom saving throw or
Challenge 11 (7,200 XP) Proficiency Bonus +4 become frightened of the gladiator for 1 minute. A creature
can repeat the saving throw at the end of each of its turns ending
the effect on itself on a success. If a creature’s saving throw is
Brave. The gladiator has advantage on saving throws against being
successful or the effect ends for it, the creature is immune to
frightened.
gladiator's Intimidating Presence for the next 24 hours.
Brute. A melee weapon deals one extra die of its damage when the
gladiator hits with it (included in the attack). Reactions
Legendary Resistance (3/Day). If the gladiator fails a saving throw, it Parry and Counter. The gladiator adds 3 to its AC against one
can choose to succeed instead. melee or ranged weapon attack that would hit it. To do so, it must
be able to see the attacker and be wielding a melee weapon. If the
Actions attack misses, the gladiator can make one melee attack against the
Multiattack. The gladiator makes three melee attacks or two ranged attacker if it is within its reach.
attacks.
Spear. Melee or Ranged Weapon Attack: +8 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.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage.
Shield Bash. Melee Weapon Attack: +8 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 16 Strength
saving throw or be knocked prone.
Appendix A. NonPlayer Characters 261

