Arena Roster
- Fighting Mechanics:
- Rounds: Each tier involves three NPCs fought in sequence. Players can take a short rest between matches.
- Arena Mechanics: Each arena introduces hazards like spike pits, fire jets, or moving platforms to emulate a Mortal Kombat feel.
- Special Moves: NPCs may have unique "finishers" or combat techniques.
- Rank-Up Rewards: Players earn gold, rare items, or titles upon defeating each tier.
- NPC Structure:
- Level Appropriate: NPCs will scale to the level of the players.
- Unique Styles: NPCs will have distinct fighting styles and abilities, introducing new challenges.
- Stat Blocks: Custom-built or borrowed from monsters/NPCs with enhancements.
- Fight Tree Layout:
- Tiers: Each level features three opponents. Tiers are grouped every five levels (e.g., 1-5, 6-10).
- Boss Fights: The final match of each tier introduces a miniboss with stronger abilities.
Here’s the complete setup:
Tier 1: Levels 1-5 (Initiates Division)
Level 1 Fighters
- The Scrapper (Unarmed Fighter, Monk-like)
- HP: 18 | AC: 12
- Abilities: Martial Arts (1d4), Flurry of Blows.
- Special: "Counter Punch" - React to melee attack, impose disadvantage.
- Rogue Bladesman (Dual Wielder)
- HP: 22 | AC: 14
- Abilities: Dual Wield (1d6+2), Sneak Attack (1d6).
- Special: "Smoke Bomb" - Gain temporary invisibility for one round.
- Pit Beast (Arena Monster)
- HP: 30 | AC: 11
- Abilities: Bite (1d8+2), Grapple.
- Special: "Maul" - Grappled targets take 2d6 extra damage.
Arena Hazard: Spiked walls deal 2d6 if pushed into.
Level 2 Fighters
- Thug Enforcer (Club + Shield Fighter)
- HP: 24 | AC: 15
- Abilities: Club (1d8), Shield Bash (knock prone).
- Special: "Intimidating Shout" - Frighten nearby foes (DC 12).
- Infernal Warlock (Ranged Caster)
- HP: 20 | AC: 12
- Abilities: Eldritch Blast (1d10), Hellish Rebuke.
- Special: "Fiendish Pact" - Summons an Imp (10 HP) for aid.
- Arena Gnoll (Savage Fighter)
- HP: 28 | AC: 13
- Abilities: Bite (1d6), Pack Tactics (advantage with allies).
- Special: "Blood Frenzy" - Gains advantage if below half HP.
Arena Hazard: Fire jets activate in random zones.
Level 3 Fighters
- Veteran Guard (Sword & Shield Fighter)
- HP: 32 | AC: 16
- Abilities: Longsword (1d10), Shield Wall (adjacent allies gain +2 AC).
- Special: "Defender’s Resolve" - Gains +5 temporary HP.
- Acolyte of Pain (Cleric of Bane)
- HP: 26 | AC: 14
- Abilities: Inflict Wounds (3d10), Healing Word.
- Special: "Dark Prayer" - Gains resistance to non-magical damage.
- Wolf Rider (Mounted Combatant)
- HP: 40 | AC: 14
- Abilities: Spear (1d8), Wolf Bite (1d6+knockdown).
- Special: "Howl" - Summons 1d3 wolves (HP: 11).
Arena Hazard: Falling platforms (Dex DC 10 to avoid).
Level 4 Fighters
- Arcane Duelist (Sword Mage)
- HP: 38 | AC: 15
- Abilities: Fire Bolt (1d10), Blade Ward.
- Special: "Arcane Barrage" - Fires three bolts at random enemies.
- Reckless Brawler (Barbarian)
- HP: 44 | AC: 13
- Abilities: Reckless Attack (advantage on all attacks), Rage (+2 damage).
- Special: "Berserk Leap" - Jumps to crush targets (2d6 AoE).
- Ogre Gladiator (Brute)
- HP: 60 | AC: 12
- Abilities: Club (2d8), Throw Boulder (2d10).
- Special: "War Cry" - Allies gain +1d6 damage for two rounds.
Arena Hazard: Swinging pendulums deal 3d6 if hit.
Level 5 Fighters (Miniboss)
- Orc Chieftain
- HP: 75 | AC: 16
- Abilities: Greataxe (2d12+4), Command Allies.
- Special: "Raging Charge" - Dash to deal 3d8 AoE.
- Pyromancer
- HP: 50 | AC: 12
- Abilities: Fireball (8d6), Scorching Ray (2d6 each).
- Special: "Flame Shield" - Attacks on caster deal 2d6.
- Gladiator Champion
- HP: 90 | AC: 18
- Abilities: Multiattack (1d12+3 x3), Shield Bash.
- Special: "Arena Domination" - Taunts all enemies (DC 14 save).
Arena Hazard: Falling spikes from above.
Tier 2: Levels 6-10 (Challengers Division)
Level 6 Fighters
- Stormcaller (Elemental Sorcerer)
- HP: 65 | AC: 14
- Abilities:
- Lightning Bolt (8d6, line attack).
- Shocking Grasp (1d8, no reactions).
- Special: Thunderclap - All creatures in a 20-ft radius must make a DC 14 Constitution saving throw or be stunned for 1 round.
- Iron Vanguard (Knight)
- HP: 80 | AC: 18
- Abilities:
- Multiattack with Longsword (1d10+4).
- Defensive Stance: Increase AC by +2 for one round.
- Special: Iron Resolve - Gains +10 temporary HP at half health.
- Shadow Assassin (Rogue)
- HP: 60 | AC: 16
- Abilities:
- Sneak Attack (3d6).
- Shadow Step (bonus action teleport 30 feet).
- Special: Death Mark - Target must succeed on a DC 14 Dexterity save or take an additional 4d6 damage.
Arena Hazard: Electrified platforms (Dex DC 14 to avoid 4d6 lightning damage).
Level 7 Fighters
- Firebrand Berserker
- HP: 100 | AC: 15
- Abilities:
- Greatsword (2d6+5).
- Rage: Resist non-magical damage.
- Special: Inferno Leap - AoE fire burst (3d8 fire damage, Dex DC 15).
- Tempest Blade (Swordfighter)
- HP: 85 | AC: 17
- Abilities:
- Multiattack (1d8+4 x2).
- Wind Slash: 20-ft ranged attack (1d10 force damage).
- Special: Whirlwind Dance - Spins to strike all adjacent enemies (2d6 each).
- Dire Wolf Alpha
- HP: 90 | AC: 14
- Abilities:
- Bite (2d6+4).
- Pack Tactics (advantage with allies).
- Special: Howl of Terror - Frightens enemies in a 30-ft radius (DC 15).
Arena Hazard: Lava jets (appear every 3 rounds, dealing 5d6 fire damage).
Level 8 Fighters
- Blightcaller (Warlock)
- HP: 75 | AC: 14
- Abilities:
- Eldritch Blast (3 beams, 1d10 each).
- Vampiric Touch (3d6, regains half damage dealt).
- Special: Dark Pact - Summons a shadow hound (HP 40).
- Ogre Warchief
- HP: 120 | AC: 14
- Abilities:
- Greatclub (2d8+6).
- Rock Throw (2d10+4).
- Special: Rampage - Gains an additional attack when reduced below half health.
- Air Elemental Gladiator
- HP: 80 | AC: 15
- Abilities:
- Slam (2d8).
- Whirlwind (Dex DC 14, 3d8 damage, and flung 20 feet).
- Special: Cyclone Shield - Redirect ranged attacks back to the attacker.
Arena Hazard: Wind currents (pushes creatures 10 feet each round).
Level 9 Fighters
- Arcane Duelist (Mage-Knight)
- HP: 95 | AC: 17
- Abilities:
- Blade and Spell Combo: Strike (1d8+4) and cast Firebolt (1d10).
- Shield (reaction to gain +5 AC).
- Special: Counterspell - Negates a player’s spell.
- Doomcaster (Necromancer)
- HP: 85 | AC: 14
- Abilities:
- Chill Touch (2d8).
- Animate Dead (summons 2 skeletons).
- Special: Life Drain - All creatures in a 20-ft radius take 2d6 necrotic damage (Con DC 15).
- Frost Troll Champion
- HP: 125 | AC: 16
- Abilities:
- Claw (2d6+5).
- Regeneration (regains 10 HP per round unless fire damage is dealt).
- Special: Glacial Strike - AoE freeze (Dex DC 15 or immobilized).
Arena Hazard: Ice patches (Dex DC 13 to avoid slipping).
Level 10 Fighters (Miniboss)
- Hellfire Gladiator
- HP: 130 | AC: 18
- Abilities:
- Longsword (2d8+4).
- Fireball (8d6 AoE).
- Special: Infernal Chains - Restrains a target (Str DC 16 to escape).
- Earth Elemental Titan
- HP: 150 | AC: 17
- Abilities:
- Slam (2d10+5).
- Earthquake (Dex DC 16, 3d10 damage, knock prone).
- Special: Stone Wall - Creates a barrier (60 HP).
- Ancient Gladiator Spirit
- HP: 140 | AC: 18
- Abilities:
- Ethereal Blade (1d12+6, bypasses resistances).
- Spectral Leap (teleports 30 feet).
- Special: Ghostly Vengeance - Gains temporary invulnerability for one round.
Arena Hazard: Collapsing ceiling (Dex DC 16 to avoid 4d10 damage).
Tier 3: Levels 11-15 (Elite Champions Division)
Level 11 Fighters
- Thunderstrike Champion
- HP: 160 | AC: 18
- Abilities:
- Warhammer (2d10+5, lightning damage).
- Thunderwave (3d8, Con DC 16, knock back 10 ft).
- Special: Stormcaller's Wrath - Targets all enemies with chain lightning (8d6, Dex DC 16).
- Nightshade Stalker (Shadow Monk)
- HP: 140 | AC: 18
- Abilities:
- Flurry of Blows (4 attacks, 1d10+4 each).
- Shadow Step (bonus action teleport 60 ft).
- Special: Veil of Shadows - Gains invisibility for 1 round.
- Runescribe Juggernaut (Runic Barbarian)
- HP: 180 | AC: 16
- Abilities:
- Greataxe (2d12+6).
- Runic Ward: Reduces damage by 10 once per round.
- Special: Rune Explosion - Deals 6d10 force damage in a 15-ft radius (Dex DC 16).
Arena Hazard: Lightning rods randomly strike a 10-ft radius (Dex DC 15 for 4d6 damage).
Level 12 Fighters
- Pyromancer Gladiator
- HP: 145 | AC: 16
- Abilities:
- Fireball (8d6, AoE).
- Scorching Ray (2d6 per ray, 4 rays).
- Special: Blazing Aura - Deals 2d6 fire damage to all melee attackers.
- Beastmaster Duelist
- HP: 130 | AC: 18
- Abilities:
- Rapier (2d8+5, finesse).
- Commands a trained lion companion (HP 50, Bite 2d6+4).
- Special: Coordinated Strike - Attack and companion's attack deal +1d6 damage.
- Grave Warden (Death Knight)
- HP: 170 | AC: 19
- Abilities:
- Longsword (2d10+6, necrotic damage).
- Hellfire Orb (6d8, AoE, Dex DC 16).
- Special: Unholy Smite - AoE radiant vulnerability (1 round).
Arena Hazard: Fire geysers erupt at random (Dex DC 16 for 6d6 fire damage).
Level 13 Fighters
- Stonebreaker Colossus
- HP: 200 | AC: 17
- Abilities:
- Slam (2d10+7).
- Bouldertoss (3d10+6).
- Special: Earthquake Stomp - Dex DC 17 or fall prone (4d10 bludgeoning).
- Arcane Bladecaster
- HP: 150 | AC: 17
- Abilities:
- Blade Attack (1d10+5) + Firebolt (1d10 fire).
- Counterspell (negate one spell).
- Special: Blinkstrike - Teleports 20 ft and deals an additional 2d8.
- Venomous Warlord (Poisonous Fighter)
- HP: 160 | AC: 16
- Abilities:
- Multiattack with poison blades (2d8+5 + 3d6 poison).
- Poison Cloud (AoE, Con DC 17, 6d8 poison).
- Special: Toxic Immunity - Immune to poison and disease.
Arena Hazard: Falling debris from above (Dex DC 16 to avoid 5d10 bludgeoning).
Level 14 Fighters
- Infernal Gladiator
- HP: 190 | AC: 18
- Abilities:
- Flaming Longsword (2d8+6).
- Firestorm (7d10, AoE, Dex DC 18).
- Special: Hellish Chains - Grapples an enemy (Str DC 18 to escape).
- Storm Titan (Elemental Giant)
- HP: 210 | AC: 18
- Abilities:
- Multiattack with fists (3d8+6).
- Lightning Strike (6d10, ranged AoE).
- Special: Eye of the Storm - Halves all incoming damage for 1 round.
- Shadowblade Master (Elite Rogue)
- HP: 170 | AC: 19
- Abilities:
- Shadow Strike (4d6+6).
- Vanish (bonus action, invisibility for 1 round).
- Special: Shadow Clone - Creates a duplicate for 1 round to absorb damage.
Arena Hazard: Lightning storms rage across the arena (Dex DC 18 for 6d8 damage).
Level 15 Fighters (Miniboss)
- Bloodhunter Reaper
- HP: 200 | AC: 19
- Abilities:
- Bloodthirsty Axe (2d12+6).
- Bloodletting Strike (adds 4d8 bleed damage).
- Special: Life Leech - Regains 20 HP when dealing melee damage.
- Celestial Vanguard
- HP: 220 | AC: 20
- Abilities:
- Radiant Blade (2d10+6, radiant damage).
- Healing Wave (heals 30 HP).
- Special: Blinding Aura - Disadvantage on attacks within 10 ft.
- Elder Rune Knight
- HP: 210 | AC: 21
- Abilities:
- Multiattack with enchanted blade (2d12+6).
- Glyph of Detonation (AoE, 6d10 force damage).
- Special: Ancient Resolve - Gains resistance to all damage for 1 round.
Arena Hazard: Sacred and cursed glyphs appear, providing buffs or dealing radiant/necrotic damage.
Tier 4: Levels 16-20 (Legendary Gladiators Division)
Level 16 Fighters
- Titania's Wrath (Fae Knight)
- HP: 250 | AC: 20
- Abilities:
- Fae Blade (2d12+8, magical, radiant damage).
- Fey Step (teleport 30 ft as a bonus action).
- Special: Misty Evasion - When hit, automatically teleports 10 ft away and takes half damage.
- Golem's Might (Stone Golem Champion)
- HP: 280 | AC: 21
- Abilities:
- Rock Slam (3d10+7).
- Stoneform Shield (blocks 50 damage, regenerates 10 HP per round).
- Special: Earthquake Shockwave - Creates a tremor (Strength DC 18, knock prone, 6d10 bludgeoning).
- The Whispering Oracle (Foresight Seer)
- HP: 220 | AC: 18
- Abilities:
- Precognition Strike (3d6+6, advantage on attack rolls).
- Divine Shield (absorbs 30 damage, lasts 2 rounds).
- Special: Prophetic Visions - Can make a saving throw with advantage once per round.
Arena Hazard: A swirling vortex appears randomly in the arena, displacing all within 15 ft (Strength DC 17 or take 3d10 force damage).
Level 17 Fighters
- The Crimson Warlord (Bloodlord Barbarian)
- HP: 300 | AC: 19
- Abilities:
- Blood Cleaver (3d12+8, critical hits cause additional bleeding).
- Rage of the Bloodlord (advantage on all attacks, 1 round).
- Special: Blood Feast - Restores 50 HP when dealing damage to enemies below 50 HP.
- The Abyssal Duelist (Fallen Angel)
- HP: 270 | AC: 20
- Abilities:
- Soul Strike (2d10+7, necrotic damage).
- Wings of the Fallen (fly speed 60 ft, disengage as a bonus action).
- Special: Hellish Retribution - Deals 4d10 necrotic damage to all who attack within 5 ft.
- The Dread Lich King (Necromancer)
- HP: 220 | AC: 18
- Abilities:
- Necrotic Touch (3d10+6).
- Summon Undead (summons 2 CR 6 undead).
- Special: Soul Reaper - Drains life (3d12 necrotic damage, heals 50 HP).
Arena Hazard: A growing necrotic mist envelops the arena (Constitution DC 16 to resist 4d10 necrotic damage each round).
Level 18 Fighters
- The Solar Guardian (Solar Paladin)
- HP: 320 | AC: 21
- Abilities:
- Radiant Sword (3d10+8, radiant damage).
- Healing Light (restores 50 HP, AoE).
- Special: Aura of Protection - Grants all allies within 30 ft resistance to all damage.
- The Behemoth (Titan Shifter)
- HP: 350 | AC: 20
- Abilities:
- Titan Fist (3d12+9, bludgeoning).
- Mighty Roar (10 ft AoE, causes fear, Wisdom DC 18).
- Special: Shifting Form - Gains extra attacks (4 per round) as a bonus action.
- The Starcaller (Celestial Sorcerer)
- HP: 270 | AC: 19
- Abilities:
- Starburst (3d10+6, radiant AoE).
- Meteor Storm (6d6, fire, Dex DC 18).
- Special: Eclipse - Can cast Power Word Kill once per day (must be below 100 HP).
Arena Hazard: Celestial meteors rain down randomly (Dex DC 18 for 5d10 fire damage).
Level 19 Fighters
- The Abyssal King (Demon Lord)
- HP: 400 | AC: 22
- Abilities:
- Hellfire Scythe (3d12+10, fire and necrotic damage).
- Summon Hellish Minions (3 demons, CR 6).
- Special: Infernal Dominion - For 1 round, all enemies take 3d10 fire damage when hit by attacks.
- The Tempest (Storm God)
- HP: 375 | AC: 21
- Abilities:
- Thunderstrike (4d10+7, lightning damage).
- Cyclone Shield (reduces damage by 30, lasts 2 rounds).
- Special: Stormlord's Fury - Increases all damage by 50% for 1 round.
- The Void Monarch (Void Emperor)
- HP: 350 | AC: 20
- Abilities:
- Void Blade (3d12+8, force damage).
- Black Hole (10 ft radius, pulls all creatures within range, Strength DC 19 to avoid).
- Special: Gravity Crush - Deals 5d10 force damage and immobilizes for 1 round (Strength DC 19).
Arena Hazard: Dimensional rifts appear, teleporting creatures randomly (Dex DC 18 for 3d10 force damage).
Level 20 Fighters (Final Bosses)
- The Eternity Slayer (Time-Bending Gladiator)
- HP: 500 | AC: 22
- Abilities:
- Chrono Slash (4d10+10, slashing and temporal damage).
- Time Stop (take 2 turns in a row).
- Special: Eternal Rewind - Can undo the last 1d10 damage dealt to them (once per day).
- The World-Eater (Ancient Devourer)
- HP: 600 | AC: 24
- Abilities:
- World Devourer Bite (5d12+12, necrotic damage).
- Swallow Whole (swallows a creature, deals 8d10 inside, automatic escape DC 20).
- Special: Famine's Blessing - Deals double damage to creatures under 50 HP.
- The Ascended One (Ultimate Champion)
- HP: 650 | AC: 25
- Abilities:
- Ascendant Sword (4d12+14, magical, holy and unholy damage).
- Soul Infusion (infuses weapon with enemy souls for 2d10 extra damage).
- Special: Omnipotence - Can act twice per round, each action counts as a legendary action.
Arena Hazard: Reality distorts—each round, the players roll to avoid a random effect (ranging from teleportation to time dilation, DC 20 to avoid).
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