Arena Villains
Source: Mythic Odysseys of Theros p. 134
Arena Villains
| dice: d8 | Villain |
|---|---|
| 1 | A 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. |
| 2 | A minotaur frees all the beasts in the amphitheater during a well-attended event. |
| 3 | A chariot racer (gladiator) poisons members of a rival team, causing them to fall asleep during competition. |
| 4 | A mage uses magic to spy on athletes’ conversations and then blackmails them with the information. |
| 5 | A stone giant interrupts a session of games and demands a chance to compete. |
| 6 | A promoter forces athletes to overexert themselves, causing dangerous accidents during competitions. |
| 7 | An archmage enchants or polymorphs innocents, forcing them to participate in brutal contests. |
| 8 | A druid uses the awaken spell on beasts in the arena to make them more capable competitors. |
| ^arena-villains |