Iron Maw Gladiator

The Griffon's Saddlebag: Book Two p. 391 (Third Party)

Size
Medium
Type
humanoid (any)
Alignment
any alignment
AC
17
Hit Points
153 (18d8+72)
Speed
walk 40 ft.
Saving Throws
Dex +6
Skills
Athletics +7, Intimidation +8
Resistances
fire
Condition Immunities
frightened
Passive Perception
11
Languages
Common plus Abyssal or Infernal
Challenge
8
Lineage
Gladiator
STR
19
+4
DEX
16
+3
CON
18
+4
INT
9
−1
WIS
12
+1
CHA
15
+2

Traits

Proficiency Bonus

+3

Feral Instinct

The gladiator has advantage on initiative rolls. Additionally, if the gladiator is surprised at the beginning of combat and isn't incapacitated, it can act normally on its first turn, but only if it enters its rage before doing anything else on that turn.

Hellborn

The gladiator has advantage on any Charisma (Intimidation) or Charisma (Persuasion) check it makes when interacting with fiends.

Planar Conspirator

The gladiator can cast the contact other plane spell, but only as a ritual.

recharge

1/DAY

Rage

As a bonus action the gladiator can enter a rage that lasts for 1 minute. The rage ends early if the gladiator is knocked unconscious or if its turn ends and it hasn't attacked a hostile creature or taken damage since its last turn. While raging, the gladiator gains the following benefits:

  • It has advantage on Strength checks and Strength saving throws.
  • It gains a +3 bonus to the damage roll of any melee weapon attacks it makes (included in the attack).
  • It has resistance to bludgeoning, piercing, and slashing damage.
  • If it succeeds on a grapple check, the target takes 3 (1d6) fire damage, and it takes another 3 (1d6) fire damage at the end of each of its turns until the grapple ends.

recharge

4/DAY

Reckless

At the start of its turn, the gladiator can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Unarmored Defense

While the gladiator isn't wearing any armor, its AC includes its Constitution modifier. It can use a shield and still gain this benefit.

Actions

Multiattack

The gladiator makes two melee attacks. While the barbarian is raging, it can make one additional attack with its claw.

Greataxe

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage, or 14 (2d6+7) slashing damage while raging.

Hellfire Claw (While Raging Only)

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning or slashing damage (gladiator's choice) plus 3 (1d6) fire damage.

Other data

description

Those few warriors that survive or even thrive within the Iron Maw Arena become full-fledged gladiators, favorite playthings of Magmarath's denizens. The long-term effects of their fiendish transfusion often results in an uncontrollable blood fury, making them exceptionally dangerous both in and outside the Arena's walls. These champions blend into the vicious crowds, just as comfortable in Magmarath as its fiendish denizens.