Arena Roster

  1. Fighting Mechanics:
  2. Rounds: Each tier involves three NPCs fought in sequence. Players can take a short rest between matches.
  3. Arena Mechanics: Each arena introduces hazards like spike pits, fire jets, or moving platforms to emulate a Mortal Kombat feel.
  4. Special Moves: NPCs may have unique "finishers" or combat techniques.
  5. Rank-Up Rewards: Players earn gold, rare items, or titles upon defeating each tier.
  6. NPC Structure:
  7. Level Appropriate: NPCs will scale to the level of the players.
  8. Unique Styles: NPCs will have distinct fighting styles and abilities, introducing new challenges.
  9. Stat Blocks: Custom-built or borrowed from monsters/NPCs with enhancements.
  10. Fight Tree Layout:
  11. Tiers: Each level features three opponents. Tiers are grouped every five levels (e.g., 1-5, 6-10).
  12. 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

  1. The Scrapper (Unarmed Fighter, Monk-like)
  2. HP: 18 | AC: 12
  3. Abilities: Martial Arts (1d4), Flurry of Blows.
  4. Special: "Counter Punch" - React to melee attack, impose disadvantage.
  5. Rogue Bladesman (Dual Wielder)
  6. HP: 22 | AC: 14
  7. Abilities: Dual Wield (1d6+2), Sneak Attack (1d6).
  8. Special: "Smoke Bomb" - Gain temporary invisibility for one round.
  9. Pit Beast (Arena Monster)
  10. HP: 30 | AC: 11
  11. Abilities: Bite (1d8+2), Grapple.
  12. Special: "Maul" - Grappled targets take 2d6 extra damage.

Arena Hazard: Spiked walls deal 2d6 if pushed into.

 

Level 2 Fighters

  1. Thug Enforcer (Club + Shield Fighter)
  2. HP: 24 | AC: 15
  3. Abilities: Club (1d8), Shield Bash (knock prone).
  4. Special: "Intimidating Shout" - Frighten nearby foes (DC 12).
  5. Infernal Warlock (Ranged Caster)
  6. HP: 20 | AC: 12
  7. Abilities: Eldritch Blast (1d10), Hellish Rebuke.
  8. Special: "Fiendish Pact" - Summons an Imp (10 HP) for aid.
  9. Arena Gnoll (Savage Fighter)
  10. HP: 28 | AC: 13
  11. Abilities: Bite (1d6), Pack Tactics (advantage with allies).
  12. Special: "Blood Frenzy" - Gains advantage if below half HP.

Arena Hazard: Fire jets activate in random zones.

 

Level 3 Fighters

  1. Veteran Guard (Sword & Shield Fighter)
  2. HP: 32 | AC: 16
  3. Abilities: Longsword (1d10), Shield Wall (adjacent allies gain +2 AC).
  4. Special: "Defender’s Resolve" - Gains +5 temporary HP.
  5. Acolyte of Pain (Cleric of Bane)
  6. HP: 26 | AC: 14
  7. Abilities: Inflict Wounds (3d10), Healing Word.
  8. Special: "Dark Prayer" - Gains resistance to non-magical damage.
  9. Wolf Rider (Mounted Combatant)
  10. HP: 40 | AC: 14
  11. Abilities: Spear (1d8), Wolf Bite (1d6+knockdown).
  12. Special: "Howl" - Summons 1d3 wolves (HP: 11).

Arena Hazard: Falling platforms (Dex DC 10 to avoid).

 

Level 4 Fighters

  1. Arcane Duelist (Sword Mage)
  2. HP: 38 | AC: 15
  3. Abilities: Fire Bolt (1d10), Blade Ward.
  4. Special: "Arcane Barrage" - Fires three bolts at random enemies.
  5. Reckless Brawler (Barbarian)
  6. HP: 44 | AC: 13
  7. Abilities: Reckless Attack (advantage on all attacks), Rage (+2 damage).
  8. Special: "Berserk Leap" - Jumps to crush targets (2d6 AoE).
  9. Ogre Gladiator (Brute)
  10. HP: 60 | AC: 12
  11. Abilities: Club (2d8), Throw Boulder (2d10).
  12. Special: "War Cry" - Allies gain +1d6 damage for two rounds.

Arena Hazard: Swinging pendulums deal 3d6 if hit.

 

Level 5 Fighters (Miniboss)

  1. Orc Chieftain
  2. HP: 75 | AC: 16
  3. Abilities: Greataxe (2d12+4), Command Allies.
  4. Special: "Raging Charge" - Dash to deal 3d8 AoE.
  5. Pyromancer
  6. HP: 50 | AC: 12
  7. Abilities: Fireball (8d6), Scorching Ray (2d6 each).
  8. Special: "Flame Shield" - Attacks on caster deal 2d6.
  9. Gladiator Champion
  10. HP: 90 | AC: 18
  11. Abilities: Multiattack (1d12+3 x3), Shield Bash.
  12. 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

  1. Stormcaller (Elemental Sorcerer)
  2. HP: 65 | AC: 14
  3. Abilities:
  4. Lightning Bolt (8d6, line attack).
  5. Shocking Grasp (1d8, no reactions).
  6. Special: Thunderclap - All creatures in a 20-ft radius must make a DC 14 Constitution saving throw or be stunned for 1 round.
  7. Iron Vanguard (Knight)
  8. HP: 80 | AC: 18
  9. Abilities:
  10. Multiattack with Longsword (1d10+4).
  11. Defensive Stance: Increase AC by +2 for one round.
  12. Special: Iron Resolve - Gains +10 temporary HP at half health.
  13. Shadow Assassin (Rogue)
  14. HP: 60 | AC: 16
  15. Abilities:
  16. Sneak Attack (3d6).
  17. Shadow Step (bonus action teleport 30 feet).
  18. 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

  1. Firebrand Berserker
  2. HP: 100 | AC: 15
  3. Abilities:
  4. Greatsword (2d6+5).
  5. Rage: Resist non-magical damage.
  6. Special: Inferno Leap - AoE fire burst (3d8 fire damage, Dex DC 15).
  7. Tempest Blade (Swordfighter)
  8. HP: 85 | AC: 17
  9. Abilities:
  10. Multiattack (1d8+4 x2).
  11. Wind Slash: 20-ft ranged attack (1d10 force damage).
  12. Special: Whirlwind Dance - Spins to strike all adjacent enemies (2d6 each).
  13. Dire Wolf Alpha
  14. HP: 90 | AC: 14
  15. Abilities:
  16. Bite (2d6+4).
  17. Pack Tactics (advantage with allies).
  18. 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

  1. Blightcaller (Warlock)
  2. HP: 75 | AC: 14
  3. Abilities:
  4. Eldritch Blast (3 beams, 1d10 each).
  5. Vampiric Touch (3d6, regains half damage dealt).
  6. Special: Dark Pact - Summons a shadow hound (HP 40).
  7. Ogre Warchief
  8. HP: 120 | AC: 14
  9. Abilities:
  10. Greatclub (2d8+6).
  11. Rock Throw (2d10+4).
  12. Special: Rampage - Gains an additional attack when reduced below half health.
  13. Air Elemental Gladiator
  14. HP: 80 | AC: 15
  15. Abilities:
  16. Slam (2d8).
  17. Whirlwind (Dex DC 14, 3d8 damage, and flung 20 feet).
  18. Special: Cyclone Shield - Redirect ranged attacks back to the attacker.

Arena Hazard: Wind currents (pushes creatures 10 feet each round).

 

Level 9 Fighters

  1. Arcane Duelist (Mage-Knight)
  2. HP: 95 | AC: 17
  3. Abilities:
  4. Blade and Spell Combo: Strike (1d8+4) and cast Firebolt (1d10).
  5. Shield (reaction to gain +5 AC).
  6. Special: Counterspell - Negates a player’s spell.
  7. Doomcaster (Necromancer)
  8. HP: 85 | AC: 14
  9. Abilities:
  10. Chill Touch (2d8).
  11. Animate Dead (summons 2 skeletons).
  12. Special: Life Drain - All creatures in a 20-ft radius take 2d6 necrotic damage (Con DC 15).
  13. Frost Troll Champion
  14. HP: 125 | AC: 16
  15. Abilities:
  16. Claw (2d6+5).
  17. Regeneration (regains 10 HP per round unless fire damage is dealt).
  18. Special: Glacial Strike - AoE freeze (Dex DC 15 or immobilized).

Arena Hazard: Ice patches (Dex DC 13 to avoid slipping).

 

Level 10 Fighters (Miniboss)

  1. Hellfire Gladiator
  2. HP: 130 | AC: 18
  3. Abilities:
  4. Longsword (2d8+4).
  5. Fireball (8d6 AoE).
  6. Special: Infernal Chains - Restrains a target (Str DC 16 to escape).
  7. Earth Elemental Titan
  8. HP: 150 | AC: 17
  9. Abilities:
  10. Slam (2d10+5).
  11. Earthquake (Dex DC 16, 3d10 damage, knock prone).
  12. Special: Stone Wall - Creates a barrier (60 HP).
  13. Ancient Gladiator Spirit
  14. HP: 140 | AC: 18
  15. Abilities:
  16. Ethereal Blade (1d12+6, bypasses resistances).
  17. Spectral Leap (teleports 30 feet).
  18. 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

  1. Thunderstrike Champion
  2. HP: 160 | AC: 18
  3. Abilities:
  4. Warhammer (2d10+5, lightning damage).
  5. Thunderwave (3d8, Con DC 16, knock back 10 ft).
  6. Special: Stormcaller's Wrath - Targets all enemies with chain lightning (8d6, Dex DC 16).
  7. Nightshade Stalker (Shadow Monk)
  8. HP: 140 | AC: 18
  9. Abilities:
  10. Flurry of Blows (4 attacks, 1d10+4 each).
  11. Shadow Step (bonus action teleport 60 ft).
  12. Special: Veil of Shadows - Gains invisibility for 1 round.
  13. Runescribe Juggernaut (Runic Barbarian)
  14. HP: 180 | AC: 16
  15. Abilities:
  16. Greataxe (2d12+6).
  17. Runic Ward: Reduces damage by 10 once per round.
  18. 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

  1. Pyromancer Gladiator
  2. HP: 145 | AC: 16
  3. Abilities:
  4. Fireball (8d6, AoE).
  5. Scorching Ray (2d6 per ray, 4 rays).
  6. Special: Blazing Aura - Deals 2d6 fire damage to all melee attackers.
  7. Beastmaster Duelist
  8. HP: 130 | AC: 18
  9. Abilities:
  10. Rapier (2d8+5, finesse).
  11. Commands a trained lion companion (HP 50, Bite 2d6+4).
  12. Special: Coordinated Strike - Attack and companion's attack deal +1d6 damage.
  13. Grave Warden (Death Knight)
  14. HP: 170 | AC: 19
  15. Abilities:
  16. Longsword (2d10+6, necrotic damage).
  17. Hellfire Orb (6d8, AoE, Dex DC 16).
  18. 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

  1. Stonebreaker Colossus
  2. HP: 200 | AC: 17
  3. Abilities:
  4. Slam (2d10+7).
  5. Bouldertoss (3d10+6).
  6. Special: Earthquake Stomp - Dex DC 17 or fall prone (4d10 bludgeoning).
  7. Arcane Bladecaster
  8. HP: 150 | AC: 17
  9. Abilities:
  10. Blade Attack (1d10+5) + Firebolt (1d10 fire).
  11. Counterspell (negate one spell).
  12. Special: Blinkstrike - Teleports 20 ft and deals an additional 2d8.
  13. Venomous Warlord (Poisonous Fighter)
  14. HP: 160 | AC: 16
  15. Abilities:
  16. Multiattack with poison blades (2d8+5 + 3d6 poison).
  17. Poison Cloud (AoE, Con DC 17, 6d8 poison).
  18. Special: Toxic Immunity - Immune to poison and disease.

Arena Hazard: Falling debris from above (Dex DC 16 to avoid 5d10 bludgeoning).

 

Level 14 Fighters

  1. Infernal Gladiator
  2. HP: 190 | AC: 18
  3. Abilities:
  4. Flaming Longsword (2d8+6).
  5. Firestorm (7d10, AoE, Dex DC 18).
  6. Special: Hellish Chains - Grapples an enemy (Str DC 18 to escape).
  7. Storm Titan (Elemental Giant)
  8. HP: 210 | AC: 18
  9. Abilities:
  10. Multiattack with fists (3d8+6).
  11. Lightning Strike (6d10, ranged AoE).
  12. Special: Eye of the Storm - Halves all incoming damage for 1 round.
  13. Shadowblade Master (Elite Rogue)
  14. HP: 170 | AC: 19
  15. Abilities:
  16. Shadow Strike (4d6+6).
  17. Vanish (bonus action, invisibility for 1 round).
  18. 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)

  1. Bloodhunter Reaper
  2. HP: 200 | AC: 19
  3. Abilities:
  4. Bloodthirsty Axe (2d12+6).
  5. Bloodletting Strike (adds 4d8 bleed damage).
  6. Special: Life Leech - Regains 20 HP when dealing melee damage.
  7. Celestial Vanguard
  8. HP: 220 | AC: 20
  9. Abilities:
  10. Radiant Blade (2d10+6, radiant damage).
  11. Healing Wave (heals 30 HP).
  12. Special: Blinding Aura - Disadvantage on attacks within 10 ft.
  13. Elder Rune Knight
  14. HP: 210 | AC: 21
  15. Abilities:
  16. Multiattack with enchanted blade (2d12+6).
  17. Glyph of Detonation (AoE, 6d10 force damage).
  18. 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

  1. Titania's Wrath (Fae Knight)
  2. HP: 250 | AC: 20
  3. Abilities:
  4. Fae Blade (2d12+8, magical, radiant damage).
  5. Fey Step (teleport 30 ft as a bonus action).
  6. Special: Misty Evasion - When hit, automatically teleports 10 ft away and takes half damage.
  7. Golem's Might (Stone Golem Champion)
  8. HP: 280 | AC: 21
  9. Abilities:
  10. Rock Slam (3d10+7).
  11. Stoneform Shield (blocks 50 damage, regenerates 10 HP per round).
  12. Special: Earthquake Shockwave - Creates a tremor (Strength DC 18, knock prone, 6d10 bludgeoning).
  13. The Whispering Oracle (Foresight Seer)
  14. HP: 220 | AC: 18
  15. Abilities:
  16. Precognition Strike (3d6+6, advantage on attack rolls).
  17. Divine Shield (absorbs 30 damage, lasts 2 rounds).
  18. 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

  1. The Crimson Warlord (Bloodlord Barbarian)
  2. HP: 300 | AC: 19
  3. Abilities:
  4. Blood Cleaver (3d12+8, critical hits cause additional bleeding).
  5. Rage of the Bloodlord (advantage on all attacks, 1 round).
  6. Special: Blood Feast - Restores 50 HP when dealing damage to enemies below 50 HP.
  7. The Abyssal Duelist (Fallen Angel)
  8. HP: 270 | AC: 20
  9. Abilities:
  10. Soul Strike (2d10+7, necrotic damage).
  11. Wings of the Fallen (fly speed 60 ft, disengage as a bonus action).
  12. Special: Hellish Retribution - Deals 4d10 necrotic damage to all who attack within 5 ft.
  13. The Dread Lich King (Necromancer)
  14. HP: 220 | AC: 18
  15. Abilities:
  16. Necrotic Touch (3d10+6).
  17. Summon Undead (summons 2 CR 6 undead).
  18. 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

  1. The Solar Guardian (Solar Paladin)
  2. HP: 320 | AC: 21
  3. Abilities:
  4. Radiant Sword (3d10+8, radiant damage).
  5. Healing Light (restores 50 HP, AoE).
  6. Special: Aura of Protection - Grants all allies within 30 ft resistance to all damage.
  7. The Behemoth (Titan Shifter)
  8. HP: 350 | AC: 20
  9. Abilities:
  10. Titan Fist (3d12+9, bludgeoning).
  11. Mighty Roar (10 ft AoE, causes fear, Wisdom DC 18).
  12. Special: Shifting Form - Gains extra attacks (4 per round) as a bonus action.
  13. The Starcaller (Celestial Sorcerer)
  14. HP: 270 | AC: 19
  15. Abilities:
  16. Starburst (3d10+6, radiant AoE).
  17. Meteor Storm (6d6, fire, Dex DC 18).
  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

  1. The Abyssal King (Demon Lord)
  2. HP: 400 | AC: 22
  3. Abilities:
  4. Hellfire Scythe (3d12+10, fire and necrotic damage).
  5. Summon Hellish Minions (3 demons, CR 6).
  6. Special: Infernal Dominion - For 1 round, all enemies take 3d10 fire damage when hit by attacks.
  7. The Tempest (Storm God)
  8. HP: 375 | AC: 21
  9. Abilities:
  10. Thunderstrike (4d10+7, lightning damage).
  11. Cyclone Shield (reduces damage by 30, lasts 2 rounds).
  12. Special: Stormlord's Fury - Increases all damage by 50% for 1 round.
  13. The Void Monarch (Void Emperor)
  14. HP: 350 | AC: 20
  15. Abilities:
  16. Void Blade (3d12+8, force damage).
  17. Black Hole (10 ft radius, pulls all creatures within range, Strength DC 19 to avoid).
  18. 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)

  1. The Eternity Slayer (Time-Bending Gladiator)
  2. HP: 500 | AC: 22
  3. Abilities:
  4. Chrono Slash (4d10+10, slashing and temporal damage).
  5. Time Stop (take 2 turns in a row).
  6. Special: Eternal Rewind - Can undo the last 1d10 damage dealt to them (once per day).
  7. The World-Eater (Ancient Devourer)
  8. HP: 600 | AC: 24
  9. Abilities:
  10. World Devourer Bite (5d12+12, necrotic damage).
  11. Swallow Whole (swallows a creature, deals 8d10 inside, automatic escape DC 20).
  12. Special: Famine's Blessing - Deals double damage to creatures under 50 HP.
  13. The Ascended One (Ultimate Champion)
  14. HP: 650 | AC: 25
  15. Abilities:
  16. Ascendant Sword (4d12+14, magical, holy and unholy damage).
  17. Soul Infusion (infuses weapon with enemy souls for 2d10 extra damage).
  18. 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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