Arena Villains

Source: Mythic Odysseys of Theros p. 134

Arena Villains

dice: d8Villain
1A champion pankratiast (Akroan hoplite; see “chapter 6”) has her cronies lock everyone in the arena. She allows none to leave until a challenger defeats her.
2A minotaur frees all the beasts in the amphitheater during a well-attended event.
3A chariot racer (gladiator) poisons members of a rival team, causing them to fall asleep during competition.
4A mage uses magic to spy on athletes’ conversations and then blackmails them with the information.
5A stone giant interrupts a session of games and demands a chance to compete.
6A promoter forces athletes to overexert themselves, causing dangerous accidents during competitions.
7An archmage enchants or polymorphs innocents, forcing them to participate in brutal contests.
8A druid uses the awaken spell on beasts in the arena to make them more capable competitors.
^arena-villains