The Arena of Sanguar Conqueror
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The Arena of Sanguar

The sand drinks, the crowd stamps, the runes beneath the floor breathe

Sanguar, the Blood-Fed
The Adversary
Sanguar, the Blood-Fed
Demon (blood-ritual spawned) · CR 10

A horned colossus rising from the split-open arena floor, fed by a century of spilled blood.

Show stat block
Sanguar, the Blood-Fed
Large fiend (demon), chaotic evil
Armor Class 17 (natural armor)
Hit Points 161 (14d10+84)
Speed 40 ft.
STR22+6
DEX14+2
CON22+6
INT8-1
WIS12+1
CHA14+2
Saving Throws Str +10, Con +10
Skills Intimidation +6
Resistances & immunities resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons; immune to fire damage; immune to frightened
Senses darkvision 60 ft., passive Perception 11
Challenge 10 (5,900 XP)
Traits

Bloodthirst. When a creature within 30 ft. of Sanguar is reduced to 0 hit points, he regains 10 hit points.

Ritual Binding. Sanguar cannot leave the arena floor while fresh blood is spilled upon it.

Actions

Multiattack. Sanguar makes two attacks with his battle horns.

Battle Horns. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

Blood Frenzy (Recharge 5-6). Every creature within 15 ft. of him must make a DC 16 Constitution saving throw; on a failure, it takes 24 (7d6) necrotic damage, or half as much on a success. Sanguar regains hit points equal to half the total damage dealt.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

The gate slides open and the roar of the crowd hits you like a wall. Sand, soaked in a century of blood, grinds beneath your feet. Above you thousands of faces sway in the shadows, thirsty for the next fight. Across the arena a second gate opens, and behind it something moves that is larger than a man. A masked master of games lifts his staff: "Tonight you fight for your freedom, or for your last breath."

A scarred fellow gladiator whispers you the truth: something is deeply wrong with the games in the Arena of Sanguar. Champions who win disappear, the game-master never removes his mask, and beneath the sand lie runes that glow every time blood falls. The answer lies in the cellars beneath the arena.

You must play two threads at once: survive the rounds before the roaring crowd—against beasts, champions, and treacherous arena traps—and between the fights, search the corridors beneath the sand. Down there you find the cages of vanished gladiators, an altar that drains empty with every victory, and proof that the games are a ritual that has run for centuries.

The twist: the arena is built atop a sealed demon, and every drop of spilled blood feeds its awakening. The game-master is no man but the servant completing the ritual. In the climax the arena floor breaks open and Sanguar, the Blood-Fed, rises—a horned colossus, gorged on a century of spilled blood—in full view of the frenzied crowd. Defeat him, and the colosseum falls silent; fail, and the whole city becomes his next arena.

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.