ELADRIN FAYDARK GLADIATOR
Arcana DC 20: Many fomorian kings love gladiatorial combat, and they seek all sorts of warriors and creatures to fight in their arenas. They especially prize eladrin slaves, because the fomorians love gloating over an eladrin’s pain.
Experts in arena combat, eladrin Feydark gladiators prefer to fight in pairs (gaining the benefit of gladiator’s cage). If they need to move into battle, they do so carefully instead of rushing in, and they save fey step in case they need to escape from the heat of battle.
Armor Class 19
Hit Points 112
Speed 30 ft.
Saving Throws STR +7, DEX +5, CON +6
Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical Attacks
SensesSenses Darkvision 60 ft., Passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 10 (5,900 XP)
Bloodletting (1/day). Once per turn, the eladrin feydark gladiator deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the eladrin feydark gladiator that isn’t incapacitated and the eladrin feydark gladiator doesn’t have disadvantage on the attack roll. The target automatically takes 14 (4d6) necrotic damage at the beginning of its turn. It can end this condition (bleed condition) when it makes a DC 15 Constitution saving throw or spends an action staunching the flow of blood.
The eladrin feydark gladiator has advantage on saving throws against being frightened
Brute. A melee weapon deals one extra die of its damage when the eladrin feydark gladiator hits with it (included in the attack).
Fey Step (Recharge 4–6). As a bonus action, the eladrin feydark gladiator can teleport up to 30 feet to an unoccupied space it can see.
Gladiator’s Cage. An enemy flanked by the gladiator has disadvantage to attack rolls.
Gladitorial Reactions. The eladrin feydark gladiator gets two reactions per turn but can not use the same reaction twice.
The eladrin feydark gladiator’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: fog cloud, gust of wind
1/day each: cone of cold, ice stormMagic Resistance.
The eladrin feydark gladiator has advantage on saving throws against spells and other magical effects.Sorrowful Presence.
Any non-eladrin creature that starts its turn within 60 feet of the eladrin feydark gladiator must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed 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 successful or the effect ends for it, the creature is immune to any eladrin’s Sorrowful Presence for the next 24 hours. Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.
Multiattack. The eladrin feydark gladiator makes three melee attacks or two ranged 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.
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 15 Strength saving throw or be knocked prone.
Parry. The eladrin feydark 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.
Frigid Rebuke. When the eladrin feydark gladiator takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.