Devil, Gladiatrix (Domination Devil)
“Unleash Hell’s Femme Fatale: Meet the Gladiatrix, a Devilish Warrior Queen Crushingly Dominating the Battlefield!”

The Gladiatrix is an imposing figure, standing tall and muscular, draped in spiked black armor that gleams like obsidian under hellish light. Her face is eternally hidden behind a scowling mask of black iron, with only her piercing, glowing eyes visible, exuding menace and confidence. Her armor is ornate yet functional, with infernal runes etched into the plates, signifying her allegiance to the Lady of Pain. She wields a massive, double-ended dire flail with deadly precision, the spiked heads whistling through the air with each swing, a blur of polished black metal and crimson streaks from fallen foes. Every movement radiates strength and discipline, her taut muscles emphasizing her mastery over combat.
Behaviour
Gladiatrixes are cold, calculating, and relentless. They despise weakness in any form and revel in proving their superiority over others, especially mortal men. They are disdainful of magic, preferring raw physical might to crush their enemies. While they rarely speak, when they do, their words are sharp and cutting, designed to demoralize or provoke their opponents. They view combat as both duty and art, showing a theatrical flair as they dominate the battlefield. Their loyalty to the Lady of Pain is absolute, and they adhere to a strict code of honor, removing their mask only in the presence of their patron.
Habitat
Gladiatrixes reside primarily in the infernal arenas of Hell, where they train relentlessly under the watchful eyes of their superiors or spar with lesser devils for sport. These arenas are vast coliseums with rivers of molten lava and iron spikes jutting from the ground, designed to challenge even the most skilled combatants. When sent to the Material Plane, they establish temporary outposts in ruins, dark fortresses, or regions suffused with evil energies, using these as bases to enforce the will of the Lady of Pain.
Modus Operandi
Gladiatrixes are melee specialists, charging into battle with unrelenting speed and fury. They begin by identifying the strongest or most confident opponent, targeting them to break enemy morale. Using their mastery over flails, they disarm, trip, and batter foes into submission. Gladiatrixes work exceptionally well in teams, coordinating with other warriors to flank and overwhelm their enemies. If facing resistance, they rely on their ability to maneuver at incredible speeds, using their maniac charge ability to close distances or reposition for maximum advantage.
In battle, they do not merely fight to kill—they fight to dominate, making their opponents feel utterly helpless and inferior before delivering the killing blow.
Motivation
Gladiatrixes exist to enforce the dominion of the Lady of Pain, punishing those who falter in her service and spreading fear among her enemies. Their primary motivation is to demonstrate their absolute physical superiority, earning favor and recognition from their infernal mistress. They are driven by a deep-seated belief that strength and dominance are the ultimate virtues. Every victory is a testament to their prowess, and every foe crushed underfoot reaffirms their purpose: to embody the Lady of Pain’s unyielding vision of strength and supremacy.
Gladiatrix 5e
Gladiatrix Pathfinder
Gladiatrix

Large fiend (devil), lawful evil
Armor Class 21 (spiked infernal armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft. (30 ft. in armor)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 22 (+6) | 20 (+5) | 9 (-1) | 12 (+1) | 14 (+2) |
Saving Throws Dex +10, Con +9, Wis +5
Skills Acrobatics +14, Intimidation +8, Perception +5
Damage Resistances fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, cold
Condition Immunities frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Infernal, Common, Draconic, Celestial
Challenge 9 (5,000 XP)
TRAITS
Devil’s Resilience. The Gladiatrix has advantage on saving throws against spells and other magical effects.
Unyielding Fury. Once per turn, when the Gladiatrix hits a creature with a melee weapon attack, she can deal an additional 3 (1d6) fire damage.
Flail Master. The Gladiatrix is a master with her dire flail. She gains a +2 bonus to attack rolls with her flail, and the damage increases by 1d6 (to 2d6 + 9). When wielding a flail, she can use the Two-Weapon Fighting style even if she is not holding a second weapon.
Unmatched Speed. The Gladiatrix can Dash as a bonus action and may turn up to 90 degrees while charging. Additionally, her speed increases by 10 feet during the first round of combat.
Legendary Resistance (3/Day). If the Gladiatrix fails a saving throw, she can choose to succeed instead.
Aura of Dominance. Creatures within 10 feet of the Gladiatrix have disadvantage on saving throws against being frightened or charmed. This aura extends to 30 feet when the Gladiatrix is under 50% of her hit points.
ACTIONS
Multiattack. The Gladiatrix makes three melee attacks: one with her dire flail and two with her fist or booted kick.
Dire Flail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 2d6 + 9 bludgeoning damage + 3 fire damage. If the Gladiatrix hits with a critical hit, the target is knocked prone and must succeed on a DC 15 Strength saving throw or be stunned until the end of the Gladiatrix’s next turn.
Booted Kick. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 2d6 + 6 bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be pushed 15 feet away.
Flame Lash (Recharge 5-6). The Gladiatrix whips her flail through the air, creating a wall of flame. Each creature in a 15-foot line must make a DC 16 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much on a successful one.
Maniac Charge. The Gladiatrix can charge up to 120 feet, making two turns of up to 90 degrees each. During this charge, she can make one melee attack with her dire flail. The attack deals an additional 1d6 fire damage if it hits.
LEGENDARY ACTIONS
The Gladiatrix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Gladiatrix regains spent legendary actions at the start of her turn.
- Flail Strike. The Gladiatrix makes one attack with her dire flail.
- Unholy Presence (Costs 2 Actions). The Gladiatrix forces one creature within 30 feet to make a DC 15 Charisma saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Furious Roar (Costs 3 Actions). The Gladiatrix lets out a terrifying battle cry. Each creature within 30 feet that can hear her must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.
TACTICS AND MOTIVATION
The Gladiatrix thrives in one-on-one combat, where she can demonstrate her overwhelming strength and superior tactics. She will always target the most powerful-looking opponent first, hoping to break their morale with a brutal display of combat prowess. She has no hesitation in using her flail to trip, disarm, or even incapacitate her foes. Once the initial charge begins, the Gladiatrix uses her Maniac Charge to close the distance, striking with the full power of her flail in a devastating melee attack.
If the fight turns against her, the Gladiatrix will use her Legendary Resistance to negate a failed saving throw, ensuring she stays in control of the battlefield. Her Aura of Dominance sows fear among enemies, which she leverages to keep them off-balance and struggling. If she is wounded, she may grow more aggressive, charging in for multiple brutal strikes with the intent to overwhelm her opponents.
Her motivation is simple—to dominate. Whether in a formal gladiatorial arena or on the battlefields of Hell, the Gladiatrix exists to prove her superiority over all who stand in her way. She enjoys the physical and emotional submission of her enemies and will take every opportunity to demonstrate that no mortal, and no devil, is her equal.
ENVIRONMENT AND USE IN CAMPAIGNS
The Gladiatrix is often encountered as an enforcer or champion of an infernal lord, a figure sent to punish or humiliate those who have fallen out of favor with Hell’s ruling powers. She may also serve as an arena champion, tasked with dealing devastating punishment to those who are captured or forced to fight for their lives. Players may encounter her in an infernal arena, where she fights alongside a host of devils and demons, or they may come across her as part of a devil-worshipping cult, sent to break their morale and prove the futility of resisting Hell’s might.
Gladiatrix

Clad in spiked black armor, this female humanoid’s face is covered by a scowling mask. Only her eyes are visible beneath the black metal. Her muscles are taut as she whirls around a dire flail with dangerously exquisite grace.
Gladiatrixes are disciples of the Lady of Pain. They are chosen from the ranks of female devils who shun bloody vengeance enacted by the erinyes, preferring to crush the will of men beneath their booted leather heel.
Gladiatrixes despise weakness and take every opportunity to demonstrate their physical superiority over others, particularly mortal men. They are dedicated to the complete physical, emotional, and spiritual dominance of their enemies and lackeys. They never remove their helmets except when before the Lady of Pain and are never without their weapons.
Occasionally, a gladiatrix company will be sent to the Material Plane to exact punishment on the faithful of the Lady of Pain who do not dominate enough of their flock or show weakness in the face of adversity. At other times, they are sent to challenge adventurers who have become too brazen in their attitude and who need to be reminded of their proper place in the multiverse. When not acting in the direct service of the Lady of Pain, gladiatrixes train in the Lady of Pain’s arenas or travel the plane of Hell, demonstrating their physical prowess against lesser devils for their own amusement and self-gratification.
They are all about combat. They may not be subtle opponents but they are deadly ones. Enemies often underestimate them because they lack ranged weapons, but gladiatrixes can close to melee with incredible speed. They attack the most powerful-looking opponent first: killing the strongest is great for breaking enemy morale and every gladiatrix wants to prove herself superior in battle.
Domination Devil (Gladiatrix) CR 7 |
XP 3,200 LE Large outsider (devil, evil, extraplanar, lawful) Init +10; Senses Darkvision 60 ft., see in darkness; Perception +12 |
DEFENSE |
AC 21, touch 12, flat-footed 18 (+7 armor, +3 Dexterity, +2 natural, -1 size) hp 84 (8d10+40) Fort +7, Ref +12, Will +7 Defensive Abilities uncanny dodge; DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 18 |
OFFENSE |
Speed 40 ft. (30 ft. in armor) Melee +1 dire flail +13/+13/+8 (2d6+9) Space 10 ft.; Reach 10 ft. Special Attack flail master, maniac charge, team fighting |
STATISTICS |
Strength 18, Dexterity 22, Constitution 20, Intelligence 9, Wisdom 12, Charisma 14 Base Atk +8; CMB +13; CMD 29 Feats Combat Reflexes, Improved Initiative, Two-Weapon Fighting, Weapon Focus (dire flail) Skills Acrobatics +14, Climb +12, Intimidate +13, Knowledge (planes) +10, Perception +12 Languages Celestial, Common, Draconic, Infernal |
SPECIAL ABILITIES |
Flail Master (Ex) Gladiatrixes undergo a grueling training regimen with dire flails. A gladiatrix’s skill is such that the penalties for two-weapon fighting are further reduced by 2 and she receives a +4 competence bonus on damage rolls. Both of these benefits apply only when using flails. Manic Charge (Ex) She can charge up to triple her normal speed (up to 120 ft.) instead of double as normally allowed. Furthermore, she can make up to two turns of no more than 90 degrees while charging. Team Fighting (Ex) When two gladiatrixes flank an opponent, they each receive a +4 flanking bonus to attack rolls instead of the normal +2. |
ECOLOGY |
Ecology any (Hell) Organization solitary, company (2-5) or squad (5-20) Treasure standard (+1 breastplate, +1 dire flail, other treasure) |
Lore

Characters with ranks in Knowledge (planes) can learn more about a Gladiatrix. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (Planes) | |
DC | Result |
12 | They are experts in coordinated combat. They use their flails to bind weapons and trip opponents. |
17 | They possess none of the magical powers possessed by most devils but only good-aligned weapons can pierce their skin. |
22 | Gladiatrixes are honor bound to only show their face to the Lady of Pain; it is said that by unmasking a gladiatrix she loses access to her special attacks. |
27 | The gladiatrixes believe that the Lady of Pain was once one of their own kind. They say that it was through combat with mortals and in the arena that she grew powerful and disposed of the previous whore queen. |
Section 15: Copyright Notice – Forgotten Foes
Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.