Free interactive D&D 5e SRD stat block

Gladiator

Medium Humanoid, CR 5, AC 16, 112 HP. Neutral.

Medium Humanoid, Neutral

AC
16
Initiative
+5 (15)
HP
112 (15d8+45)
Speed
30 ft.
ScoreModSave
STR 18 +4 +7
DEX 15 +2 +5
CON 16 +3 +6
INT 10 +0 +0
WIS 12 +1 +4
CHA 15 +2 +2
Skills
Athletics +10 , Performance +5
Senses
Passive Perception 11
Languages
Common
CR
5 (XP 1,800; PB +3)
Gear
Shield, Spears (3), Studded Leather Armor

Actions

Multiattack. The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash.

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.

How to run Gladiator

A gladiator is the SRD's stand-in for any trained human melee threat: arena champion, bodyguard captain, traveling duelist, the sheriff's enforcer in a frontier town. CR 5, AC 16, 112 HP, three Spear attacks per Multiattack at +7 for 11 piercing each, plus the option to swap one attack for Shield Bash (DC 15 Strength save, 9 bludgeoning and Prone on a fail for Medium or smaller). The Parry reaction adds 3 to AC against a single melee attack. Run this as a duelist who reads the room.

Open with the spear thrown. The Spear stat line covers ranged 20/60 ft. as well as melee, and the gladiator carries three. A first-round javelin into the squishiest target before closing distance is the move, both for damage and for table feel: this is a person who knows how to open a fight. Once in melee, the standard turn is two Spear attacks plus Shield Bash on the front-line PC most likely to fall over. Prone gives the gladiator's allies advantage on the next attack and forces the prone PC to spend half their movement standing, which is a real tax on action economy. Save Parry for the crit or the high-damage attack you can see coming, not the first to-hit roll on the round.

The gladiator does not have spell resistance, dark vision, or any save proficiencies that protect them from save-or-suck. A successful Hold Person ends the fight. Play this fact honestly. A smart gladiator carries iron filings or a small shrine token and tries to break concentration on the wizard between Multiattacks. If they have backup (which they often will, since gladiators are rarely solo), the gladiator marks the caster on round one and the rest of the team flanks them.

Gladiators surrender. They are professionals, not zealots. Once Bloodied with no allies standing, the gladiator drops the spear, kneels, and asks the party's terms. Have a price ready: the name of who hired them, a contract on a folded paper, the location of the back door out of the arena. Mercy buys the campaign more than another body on the floor.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
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