recursal/Fanatic-Fandom huggingface dataset:
Blackwing-Kris the Crack of Dawn (Duel Terminal:Order of the Warlords)

*Large gritaur, neutral*

**Armor Class** 16 (Leather Armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 40 ft. fly 40 ft.

**Saving Throws** con +6
**Skills** Athletics +9
**Damage Vulnerabilities** thunder
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 15 (13,000 XP)

***Flyby.*** The Blackwing doesn't provoke opportunity attacks when it flies out of an enemy's reach.

***Keen Sight.*** The Blackwing has advantage on Wisdom (Perception) checks that rely on sight.

***Limited Telepathy.*** Using telepathy, The Blackwing can magically communicate with any other The Gusto within 60 feet of it.

***Ambusher.*** The Blackwing has advantage on attack rolls against any creature it has surprised.

***Natural Acrobat.*** The Blackwing has advantage on any Dexterity (Acrobatics) check.

***Pack Tactics.*** The Blackwing has advantage on an attack roll against a creature if at least one of the Blackwing allies is within 5 feet of the creature and the ally isn't incapacitated.

#### ACTIONS

***Multiattack.*** The Blackwing makes two attacks: one with its claws and one bite attack.

***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) piercing damage, plus 4 (1d8) damage.

***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2) slashing damage, plus 4 (1d8) damage.

***Wind Blast (Recharge 5).*** The Blackwing expels Wind in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 saving throw or take 2d8 + 2 damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Gustos Commons Base Stat (Duel Terminal:Order of the Warlords)

*Medium gritaur, lawful good*

**Armor Class** 7 (natural armor)
**Hit Points** 32 (5d8 + 5)
**Speed** 20 ft. fly 20 ft.

**Saving Throws** Dex +6
**Skills** Perception +4
**Damage Vulnerabilities** Thunder
**Damage Resistances** none
**Condition Immunities** prone, restrained
**Senses** blindsight 30 ft., passive Perception 14
**Languages** common;
**Challenge** 2 (500 XP)

***Dive Attack.*** If The Gusto is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 4 (2d6) damage to the target.

***Flyby.*** The Gusto doesn't provoke opportunity attacks when it flies out of an enemy's reach.

***Keen Sight.*** The Gusto has advantage on Wisdom (Perception) checks that rely on sight.

***Limited Telepathy.*** Using telepathy, The Gusto can magically communicate with any other The Gusto within 60 feet of it.

#### ACTIONS

***Multiattack.*** The Gusto makes two attacks: one with its claws and one bite attack.

***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, plus 4 (1d8) damage.

***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage, plus 4 (1d8) damage.
Gem-Knight Amethyst (Duel Terminal:Order of the Warlords)

In the language of gems, it represents "Sincerity, Peace of Mind, and Nobility". The Birthstone for February

*Large construct, lawful good*

**Armor Class** 18 (plate)
**Hit Points** 312 (20d8 + 45)
**Speed** 60 ft.

**Saving Throws** Con +12
**Skills** Athletics +8
**Damage Vulnerabilities** thunder
**Damage Resistances** cold, fire
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 9
**Languages** common;
**Challenge** 5 (1400 XP)

***Brute.*** A melee weapon deals one extra die of its damage when the hits with it (included in the attack).

***False Appearance.*** While remains motionless, it is indistinguishable from a stone statue. Inanimate Invulnerability. If the did not move or take any actions on its last turn, or has not yet had a turn, it is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks; and has resistance to bludgeoning, piercing, and slashing damage from magical attacks.

***Inanimate Invulnerability.*** If the did not move or take any actions on its last turn, or has not yet had a turn, it is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks; and has resistance to bludgeoning, piercing, and slashing damage from magical attacks.

#### ACTIONS

***Sword Melee*** or ***Ranged Weapon Attack.*** +12 to hit, reach 12 ft. or range 20/60 ft., one target. Hit: 8 (4d6 + 3) piercing damage if used in one hand to make a melee attack, 8 (4d8 + 3) piercing damage if used in two hands to make a melee attack, or 6 (4d6 + 3) piercing damage if used to make a ranged attack.
Blackwing Tamer-Obsidian Hawk Joe (Duel Terminal:Order of the Warlords)

**Armor Class** 15 (Plate Armor)
**Hit Points** 85 (10d10 + 50)
**Speed** 40 ft. climb 40 ft.

**Saving Throws** con +6
**Skills** Athletics +9
**Damage Vulnerabilities** thunder
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 15 (13,000 XP)

***Ambusher.*** The Blackwing has advantage on attack rolls against any creature it has surprised.
***New Moon Hunters.*** The Blackwing has advantage on attack rolls against a creature if both the creature and The Blackwing are in total darkness. Dim or bright light, including that of the full moon, prevents this advantage.
***Nimble Escape.***The Blackwing can take the Disengage or Hide action as a bonus action on each of its turns.
***Mind Labyrinth.*** The Blackwing has advantage on saving throws against being charmed, and magic can't put The Blackwing to sleep.

ACTIONS
***Multiattack.*** The Blackwing makes four attacks.
***Resist (Recharge 5).*** The Blackwing creature ends one condition on itself.
***Dual blades.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage
Ice Barriers (Duel Terminal:Order of the Warlords)

**Ice Barriers Hierarchy: (Type:Elemental)**

**Common = Lower Class (Low Tier Power)**

**Gemini = Middle Class (Mid Tier Power)**

**Fusion = Upper Class (Most Powerful)**

**Leader:Strategist of the Ice Barrier**

**Classes:Battlemage, Classless/Adventurer, Runeseeker, Undead Summoner, Quietus**

**Favors: Wisdom and Charisma**

Ice Barriers Commons
Ice Barriers Fusions
Avion Hypercane 200 Cygne

Revealed to the world in a bright reflective silver, with a bright blue tail adorned with the logo of the relatively new aircraft manufacturer Avion Hypercane, is France's vision of the next generation airliner: The Avion Hypercane 200 Cygne (Swan). This design, missing rear tailwings and featuring the new (patent pending) boxlet, has awed so many around the world. This successor to the Avion Hypercane 100 was originally planned for launch by 2031, but this has since been downgraded to 2027.

Number built: 1
Mist Valleys (Duel Terminal:Order of the Warlords)

**Mist Valleys Hierarchy: (Type:Aberration)**

**Common = Lower Class (Low Tier Power)**

**Gemini = Middle Class (Mid Tier Power)**

**Fusion = Upper Class (Most Powerful)**

**Leader: Mist Valley Thunder Lord**

**Classes: Arcane Archer, Aviator, Falconer, Primal Fighter, Questioner**

**Favors: Dex**

Mist Valleys Commons
Mist Valleys Geminis
Mist Valleys Fusions
X-Saber Pashuul (Duel Terminal:Order of the Warlords)

The "X-Sabers" fought bitterly against the "Worms", who outnumbered them. "Pashuul" lost parts of his body in battle, but he replaced them with artificial limbs and returned to the battlefield despite his wounds.

**Armor Class** 15 (Plate Armor)
**Hit Points** 106 (10d10 + 50)
**Speed** 40 ft. climb 40 ft.

**Saving Throws** Dex +8
**Skills** Perception +4
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 5 (1400 XP)

***Ambusher.*** The XX-Saber has advantage on attack rolls against any creature it has surprised.
***New Moon Hunters.*** The XX-Saber has advantage on attack rolls against a creature if both the creature and The XX-Saber are in total darkness. Dim or bright light, including that of the full moon, prevents this advantage.
***Nimble Escape.*** X-Saber can take the Disengage or Hide action as a bonus action on each of its turns.
***Mind Labyrinth.*** The X-Saber has advantage on saving throws against being charmed, and magic can't put The X-Saber to sleep.

ACTIONS
***Multiattack.*** XX-Saber makes two attacks.
***Resist (Recharge 5).*** The XX-Saber creature ends one condition on itself.
***Longsword.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) slashing damage.
Eras

First Flights Era: 1894-1910- Very first flying machines, first successful airplane

Age of the Airplane: 1910-1914- Airplane becomes common place in the world

First Earth War: 1914-1918- Air Forces used primarily wooden and cloth aircraft

First Earth War Peacetime: 1918-1939- The time between wars

Second Earth War: 1939-1945- Introduction of steel propeller aircraft and early jets

Second Earth War Peacetime: 1945-1950- Time between wars

North Korean Skirmish: 1950-1953- Jets become common place, small war over Korea

Cautionary Period: 1953-1990- Communist Coalition was a foreboding force, war was constantly threatened but never happened

Third Earth War: 1990-2005- Cautionary Period- erupted into full war

Third Earth War Peacetime: 2005-2009- Time before LTS War

LTS War: 2009-Present- War against LTS
Don Zaloog (Duel Terminal:Order of the Warlords)

*Large humanoid, neutral*

**Armor Class** 25 (Plot Armor)
**Hit Points** 525 (20d20 + 250)
**Speed** 120 ft., Climb 50 ft. , Swim 50 ft.

**Saving Throws** Str +7, Dex +8, Con +7, In +8, Wis +8, Cha +9
**Skills** Acrobatics +9, Athletics +7, Deception +9, History +8, Insight +9, Intimidation +10, Investigation +7, Medicine +10, Nature +9, Perception +10, Performance +10, Persuasion +10, Religion +7, Sleight of Hand +6, Stealth +8, Survival +7
**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities** stunned
**Senses** blindsight 30 ft., passive Perception 16
**Languages** common;
**Challenge** 15 (13,000 XP)

***Frightful Presence.*** All enemy creatures within visual sight of this creature must make a DC 14 wisdom 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the heartless' Frightful Presence for the next 24 hours.

***Magic Weapons.*** All weapon attacks performed by Zaloog are magical.

***Immutable Form.*** Zaloog is immune to any spell or effect that would alter his form.

***Brute.*** A melee weapon deals one extra die of its damage when Zaloog with it.

***Brave.*** Zaloog has advantage on saving throws against being frightened.

***Fake Sturdy.*** If damage would reduce Zaloog to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken. On a success, Zaloog drops to 1 hit point instead.

#### ACTIONS

***Slam.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

***Scorpion’s Strangulation.*** If a Dark Scorpion hits with both slam attacks, a grapples occurs to the selected the target and starts strangling it. The strangulation deals 4d8 bludgeoning damage at the start of the Dark Scorpion’s turn and the target cannot breath. Grapple escape by contesting against his grapple check, or alternatively, escape DC 20.

***Gunpowder Pistol.*** Ranged Weapon Attack: +7 to hit, range 30/120, one target. Hit: 7 (2d6) piercing damage and 9 (2d8) slashing damage. The pistol carries 10 rounds of ammunition. And requires 2 turns for it to be reloaded.

#### LEGENDARY ACTIONS

The Don Zaloog 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 Don Zaloog regains spent legendary actions at the start of its turn.

***Move.*** Zaloog moves up to his speed without provoking Opportunity Attacks.

***Strangulation.*** (Costs 2 Actions): Zaloog starts strangling one target.

***Detect.*** Zaloog makes a Wisdom (Perception) check.

***Mind Manipulation Magic.*** (Costs Action 3)The affected player is now under the control of Zaloog for 2d12 hours, after this period is over, this player cannot be mind controlled again.

***Stealth Evasion:*** (Costs Action 3) Zaloog uses smoke bombs to flee the battle but he must drop all stolen items.
Laval Stennon (Duel Terminal:Order of the Warlords)

The most powerful Laval in terms of strength one of the few Lavals who supports Lady Lakeside but that is because she created him my merging multiple dead Lavals into this frankenstein of a monster.

**Armor Class** 20 (plate)
**Hit Points** 250 (14d10 + 20)
**Speed** 30 ft.

**Saving Throws** con +9
**Skills** Athletics +3
**Damage Vulnerabilities** acid
**Damage Resistances** Cold, fire
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, poisoned
**Senses** blindsight 30 ft., passive Perception 6
**Languages** common;
**Challenge** 5 (1400 XP)

***Berserk.*** Whenever starts its turn with 40 hit points or fewer, roll a d6. On a 6, goes berserk. On each of its turns while berserk, the Laval attacks the nearest creature it can see. If no creature is near enough to move to and attack, attacks an object, with preference for an object smaller than itself. Once goes berserk, it continues to do so until it is destroyed or regains all its hit points.
***Magic Resistance.*** Laval has advantage on saving throws against spells and other magical effects.

ACTIONS
***Multiattack*** makes two slam attacks.
***Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
***Smother.*** smothers a Medium or smaller creature grappled by it. The smothered target is restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the golem's turns or take 10 (2d6 + 3) bludgeoning damage. If moves, the smothered target moves with it. can have only one creature smothered at a time.
***Molten Core (Recharge 6).*** Lavals makes six slam attacks against the same target and can take the Dash action as a bonus action.
***Laval Explosion.*** When takes damage for the first time, it creates a synthetic, glowing bead of fire energy as a reaction. When Laval drops to 0 hit points, the bead detonates in an explosion of flame that spreads around corners. Each creature in a 15-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The explosion’s base damage is 2d6. If at the end of the Laval's turn the bead has not yet detonated, the damage increases by 1d6. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
Blackwing-Shura the Blue Flame (Duel Terminal:Order of the Warlords)

**Armor Class** 16 (Leather Armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 40 ft. fly 40 ft.

**Saving Throws** con +6
**Skills** Athletics +9
**Damage Vulnerabilities** thunder
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 15 (13,000 XP)

***Flyby.*** The Blackwing doesn't provoke opportunity attacks when it flies out of an enemy's reach.
***Keen Sight.*** The Blackwing has advantage on Wisdom (Perception) checks that rely on sight.
***Limited Telepathy.*** Using telepathy, The Blackwing can magically communicate with any other The Gusto within 60 feet of it.
***Ambusher.*** The Blackwing has advantage on attack rolls against any creature it has surprised.
***Natural Acrobat.*** The Blackwing has advantage on any Dexterity (Acrobatics) check.
***Pack Tactics.*** The Blackwing has advantage on an attack roll against a creature if at least one of the Blackwing allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
***Multiattack.*** The Blackwing makes two attacks: one with its claws and one bite attack.
***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) piercing damage, plus 4 (1d8) damage.
***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2) slashing damage, plus 4 (1d8) damage.
***Wind Blast (Recharge 5).*** The Blackwing expels Wind in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 saving throw or take 2d8 + 2 damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Laval List of Commons (Duel Terminal:Order of the Warlords)

# Laval Coatl

A stupid bird with no brain always causes trouble for the army but never drinks so that's good at least but like to steal shiny objects.

# Laval Cannon

Fights using laval barrels and forges weapons for anyone who is willing to pay the right price and has a respect for the Gem-Knights but not enough to have a drink with them or help them unless bribed.

# Laval Burner

A berzerk warrior in the laval tribe who has an obsession for bursting down bar doors when he wants to drink even when he is banned from the bar.

# Laval Miller

A iron smelter who is in love with making weapons for anyone. Rumor has it he has made weapons for his enemies.

# Laval Warrior

The opposite of the big guy who wants to give yeah a hug. He usually just want to squish you to death.
Wynton Wallaby

The Wynton Wallaby is a second-generation interceptor that was in service with Global Federation Australia's Royal Airforce from 1956-1971, serving in several conflicts during the Cautionary Period.

## History

GFARAF required a subsonic interceptor to defend their home against communist attacks. Wynton Aircraft developed a twin tailed 3 engine fighter with a delta configuration capable of subsonic speed for the job. However, as several conflicts broke out during this period, GFARAF had no choice but to send their guardian aircraft to war. The Wallaby will go down in history as one of the greatest fighters in service during the cautionary period, and in history.

## Variants

Wallaby A: Original production variant

Wallaby B: Recon

Wallaby C: Third gen technology upgrade

Number built: 532
Evigishki Levianima (Duel Terminal:Order of the Warlords)

The water dragon who mastered a sword and battle on land. He cannot swim that well however.

**Armor Class** 20 (Leather armor)
**Hit Points** 47 (5d8 + 5)
**Speed** 40 ft. swim 60 ft. fly 20 ft.

**Saving Throws** dex +8
**Skills** Survival +6
**Damage Vulnerabilities** Thunder
**Senses** blindsight 60 ft., passive Perception 7
**Languages** common;
**Challenge** 5 (1400 XP)

***Amphibious.***can breathe air and water.
***Hold Breath.***can hold its breath for 15 minutes.
***Magic Resistance.***has advantage on saving throws against spells and other magical effects.

ACTIONS
***MultiAttack.*** makes two Longsword attack.
***Longsword.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 3) Slashing damage.
***Mind Blast. (recharge 4)*** The Gishiki magically emits psychic energy in a 30 ft. cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or take 1d8 + 2 psychic damage and be stunned 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.
***Radiant Beam.*** Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 13 (3d6 + 3) radiant damage.
***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Laval (Duel Terminal:Order of the Warlords)

**Laval Hierarchy: (Elemental)**

**Common = Lower Class (Low Tier Power)**

**Gemini = Middle Class (Mid Tier Power)**

**Fusion = Upper Class (Most Powerful)**

**Leader:Laval Judgment Lord**

**Classes:Vessel, Berserker, Blade Mage, Cannibal, Drunken Brawler**

**Favors:Strength and Dexterity**

Laval Commons
Laval Geminis
Laval Fusions
Dark Scorpion Commons Base Stat (Duel Terminal:Order of the Warlords)

**Armor Class** 7 (Leather Armor)
**Hit Points** 70 (9d12 + 5)
**Speed** 30 ft.

**Saving Throws** Dex +3
**Skills** Perception +6
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 5 (1,800 XP)

***Ambusher.*** The Dark Scorpion has advantage on attack rolls against any creature it has surprised.
***Teamwork Tactics.*** The Dark Scorpion has advantage on an attack roll against a creature if at least one of the Dark Scorpion's allies is within 5 feet of the creature and the ally isn't incapacitated.
***Darkness Approaches.*** The Dark Scorpion has advantage on attack rolls against a creature if both the creature and The Dark Scorpion are in total darkness. Dim, a fire spell/attack, night vision, or bright light, prevents this advantage.
***Evasion.*** Dark Scorpion’s can to fight another day loses a total of 5 hp each time this action is used during the campaign

ACTIONS
***Multiattack.*** The army of darkness Three mob attacks.
***Mob.*** Melee Weapon Attack: +14 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) bludgeoning damage, 7 (2d6) piercing damage, and 7 (2d6) slashing damage, or 1d6 damage of each type if the swarm has half of its hit points or fewer. If the target is a creature, it is also grappled (escape DC 19).
***Scorpion’s Strangulation.*** If a Dark Scorpion hits with at least 3 mob attacks, a grapples occurs to the selected the target and starts strangling it. The strangulation deals 4d8 bludgeoning damage at the start of the Dark Scorpion’s turn and the target cannot breath. Grapple escape by contesting against his grapple check, or alternatively, escape DC 20.
***Melee Regeneration.*** The Dark Scorpion regains 5 hit points at the start of it's turn. If the Dark Scorpion takes a magical attack, this trait doesn't function at the start of the Dark Scorpion 's next turn. The Dark Scorpion dies only if it starts its turn with 0 hit points and doesn't regenerate.
Gem-Knight Citrine (Duel Terminal:Order of the Warlords)

In the language of gems, it represents "Friendship and your First Love".The Birthstone for November

**Armor Class** 15 (plate)
**Hit Points** 312 (20d8 + 45)
**Speed** 60 ft.

**Saving Throws** Con +12
**Skills** Athletics +12
**Damage Vulnerabilities** thunder
**Damage Resistances** cold, fire
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 9
**Languages** common;
**Challenge** 5 (1400 XP)

***Brute.*** A melee weapon deals one extra die of its damage when the hits with it (included in the attack).
***False Appearance.*** While remains motionless, it is indistinguishable from a stone statue. Inanimate Invulnerability. If the did not move or take any actions on its last turn, or has not yet had a turn, it is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks; and has resistance to bludgeoning, piercing, and slashing damage from magical attacks.
***Inanimate Invulnerability.*** If the did not move or take any actions on its last turn, or has not yet had a turn, it is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks; and has resistance to bludgeoning, piercing, and slashing damage from magical attacks.

ACTIONS
***Single attack.*** makes one melee attack.
***Sword Melee*** or ***Ranged Weapon Attack.*** +13 to hit, reach 12 ft. or range 20/60 ft., one target. Hit: 13 (4d6 + 3) piercing damage if used in one hand to make a melee attack, 13 (4d8 + 3) piercing damage if used in two hands to make a melee attack, or 13 (4d6 + 3) piercing damage if used to make a ranged attack.
Laval List of Geminis Male (Duel Terminal:Order of the Warlords)

# Laval Lancelord: Gemini

This guy eats anyone and anything blind in rage he is only released when the Common have fallen and are unavailable.

# Laval Magma Cannoneer

A great master of explosives and he attacks enemies with overwhelming firepower.

# Laval Phlogis

It seemed the tribe known as the "Laval" had been extinguished, but a lone member, "Phlogis", emerged from far up in the volcanic mountain where he had been lumberjacking.

# Laval Blaster

He uses his cannons to make him fly but not very fast. His cannons are very deadly at close range.
Gem-Knights List of Commons (Duel Terminal:Order of the Warlords)

# Gem-Knight Alexandrite

In the language of gems, it represents "Hidden Feelings".The Birthstone for June.

# Gem-Knight Amber

In the language of gems, it represents "Great Joy and Creation".

# Gem-Knight Emerald

In the language of gems, it represents "Good Luck and Hope".The Birthstone for May

# Gem-Knight Iolite

In the language of gems, it represents "First Love and Stability".The Birthstone for September.

# Gem-Knight Lazuli

By fusing with "Constellar Virgo", she imparted the power of Fusion to her, and became the heart of the fusion when the 12 "Constellar" fused together in the final, decisive battle.In the language of gems, it represents "Dignity, Majesty, Sublimity, and Nobility".The Birthstone for December.

# Gem Merchant

A local merchant that sells goods to anyone as long as they have the money. He is very mysterious and sells many oddities.
X-Saber Wayne (Duel Terminal:Order of the Warlords)

**Armor Class** 15 (Leather Armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 40 ft. climb 40 ft.

**Saving Throws** Dex +8
**Skills** Perception +4
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 5 (1400 XP)

***Ambusher.*** The XX-Saber has advantage on attack rolls against any creature it has surprised.
***New Moon Hunters.*** The XX-Saber has advantage on attack rolls against a creature if both the creature and The XX-Saber are in total darkness. Dim or bright light, including that of the full moon, prevents this advantage.
***Mind Labyrinth.*** The X-Saber has advantage on saving throws against being charmed, and magic can't put The X-Saber to sleep

ACTIONS
***Attack.*** The XX-Saber makes one attacks.
***Resist (Recharge 5)*** The XX-Saber creature ends one condition on itself.
***Power Sword.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage
Blackwing Geminis Base Stat (Duel Terminal:Order of the Warlords)

*Medium gritaur, neutral*

**Armor Class** 14 (Natural Armor)
**Hit Points** 63 (14d6 + 14)
**Speed** 30 ft.

**Saving Throws** Dex +6
**Skills** Perception +4
**Damage Vulnerabilities** Thunder
**Damage Resistances** none
**Condition Immunities** prone, restrained
**Senses** blindsight 30 ft., passive Perception 14
**Languages** common;
**Challenge** 2 (500 XP)

***Keen Sight.*** The Blackwing has advantage on Wisdom (Perception) checks that rely on sight.

***Limited Telepathy.*** Using telepathy, The Blackwing can magically communicate with any other The Blackwing within 60 feet of it.

***Ambusher.*** The Blackwing has advantage on attack rolls against any creature it has surprised.

***Natural Acrobat.*** The Blackwing has advantage on any Dexterity (Acrobatics) check.

***Pack Tactics.*** The Blackwing has advantage on an attack roll against a creature if at least one of the Blackwing's allies is within 5 feet of the creature and the ally isn't incapacitated.

#### ACTIONS

***Attack.*** The Blackwing makes a Dart attack.

***Throwing Dart.*** Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

***Gust Blast (Recharge 5-6).*** The Blackwing expels Wind in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 dex saving throw or take 2d8 + 2 damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Gishkis (Duel Terminal:Order of the Warlords)

**Gishkis Hierarchy: (Atlantean)**

**Common = Lower Class (Low Tier Power)**

**Gemini = Middle Class (Mid Tier Power)**

**Fusion = Upper Class (Most Powerful)**

**Leader:Gishki Noellia**

**Classes:Alchemic Shifter, Battle Medic, Inquirer, Psychopath,TruthWeaver**Favors:Dexterity and Intelligence

Gishkis Commons
Gishkis Geminis
Gishkis Fusions
Gishkis Deceased
Ice Barriers Common, Arcanists Base Stat (Duel Terminal:Order of the Warlords)

*Medium elemental, neutral good*

**Armor Class** 7 (Leather Armor)
**Hit Points** 35 (5d8 + 5)
**Speed** 20 ft

**Saving Throws** WIS +8
**Senses** blindsight 30 ft., passive Perception
**Languages** common;
**Challenge** 2 (500 XP)

***Spellcasting.*** The Common Arcanist (CA) is a 3rd level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks).

***Magic Resistance.*** The Common Arcanist (CA) has advantage on saving throws against spells and other magical effects.

#### ACTIONS

***Multiattack.*** The Common Arcanist (CA) makes two attacks.

***Ice Shot.*** ranged spell attack. +5 to hit, reach 5 ft. or range 20/60 ft., one target. On a hit, a target takes 9 (2d8) cold damage

***Cold Touch (Recharge 5-6).*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) cold damage.
Blackwing-Silverwind the Ascendant (Duel Terminal:Order of the Warlords)

**Armor Class** 16 (Leather Armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 40 ft. fly 40 ft.

**Saving Throws** con +6
**Skills** Athletics +9
**Damage Vulnerabilities** thunder
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 15 (13,000 XP)

***Flyby.*** The Blackwing doesn't provoke opportunity attacks when it flies out of an enemy's reach.
***Keen Sight.*** The Blackwing has advantage on Wisdom (Perception) checks that rely on sight.
***Limited Telepathy.*** Using telepathy, The Blackwing can magically communicate with any other The Gusto within 60 feet of it.
***Ambusher.*** The Blackwing has advantage on attack rolls against any creature it has surprised.
***Natural Acrobat.*** The Blackwing has advantage on any Dexterity (Acrobatics) check.
***Pack Tactics.*** The Blackwing has advantage on an attack roll against a creature if at least one of the Blackwing allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
***Multiattack.*** The Blackwing makes two attacks: one with its claws and one bite attack.
***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) piercing damage, plus 4 (1d8) damage.
***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2) slashing damage, plus 4 (1d8) damage.
***Wind Blast (Recharge 5).*** The Blackwing expels Wind in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 saving throw or take 2d8 + 2 damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Gem-Knight Topaz (Duel Terminal:Order of the Warlords)

In the language of gems, it means "FILLIN". The birthstone for November

*Large construct, lawful good*

**Armor Class** 13 (plate)
**Hit Points** 312 (20d8 + 45)
**Speed** 60 ft.

**Saving Throws** Con +12
**Skills** Athletics +8
**Damage Vulnerabilities** thunder
**Damage Resistances** cold, fire
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 9
**Languages** common;
**Challenge** 5 (1400 XP)

***Brute.*** A melee weapon deals one extra die of its damage when the hits with it (included in the attack).

***False Appearance.*** While remains motionless, it is indistinguishable from a stone statue.

***Inanimate Invulnerability.*** If the did not move or take any actions on its last turn, or has not yet had a turn, it is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks; and has resistance to bludgeoning, piercing, and slashing damage from magical attacks.

#### ACTIONS

***Single attack.*** makes one melee attack.

***Sword Melee*** or ***Ranged Weapon Attack.***+12 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 17 (4d6 + 3) piercing damage if used in one hand to make a melee attack, 17 (4d8 + 3) piercing damage if used in two hands to make a melee attack, or 17 (4d6 + 3) piercing damage if used to make a ranged attack.
Daigusto Eguls (Duel Terminal:Order of the Warlords)

among the "Gusto" tribe's fighting styles was their method of man and bird fighting together as one. The tribe, who had once helped "Noellia", was confused by her sudden actions, but they decided to fight back against the "Gishki" in order to protect the Great Marshlands.The "Gusto", who become "friends" with the birds and the beasts, can use a secret handed down through the clan to dramatically increase the physical abilities of their "friends", becoming warriors who are both bird and man.

**Armor Class** 17 (Plate Armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 40 ft. fly 60 ft.

**Saving Throws** Dex + 8
**Skills** Perception +4
**Damage Vulnerabilities** Thunder
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 5 (1400 XP)

***Dive Attack.*** If The Gusto is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 8 (2d6) damage to the target.
***Flyby.*** The Gusto doesn't provoke opportunity attacks when it flies out of an enemy's reach.
***Keen Sight.*** The Gusto has advantage on Wisdom (Perception) checks that rely on sight.
***Limited Telepathy.*** Using telepathy, The Gusto can magically communicate with any other The Gusto within 60 feet of it.
***Ambusher.*** The Gusto has advantage on attack rolls against any creature it has surprised.
***Natural Acrobat.*** The Gusto has advantage on any Dexterity (Acrobatics) check.
***Pack Tactics.*** The Gusto has advantage on an attack roll against a creature if at least one of the Gusto allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
***Multiattack.*** The Gusto makes two attacks: one with its claws and one bite attack.
***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) piercing damage, plus 4 (1d8) damage.
***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2) slashing damage, plus 4 (1d8) damage.
***Wind Blast (Recharge 5).*** The Gusto expels Wind in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 saving throw or take 2d8 + 2 damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Deafening Screech.*** The Gusto screams a deafening noise in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be deafened 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.
Gem-Knights Commons Base Stat (Duel Terminal:Order of the Warlords)

**Armor Class** 7 (Natural Armor)
**Hit\_Points Hit Points** 60 (8d8+24)
**Movement Speed** 35 ft.

**Saving Throws** con +5
**Skills** Skill Athletics] +5
**Damage Resistances** cold, fire
**Damage Immunities** poison
**Condition Immunities** Blinded , Deafened, Exhaustion, Petrified, poisoned
**Senses**  30 ft., passive 6
**Languages** common;
**Challenge** 2 (500 XP)

***Brute.*** A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
***False Appearance.*** While remains motionless, it is indistinguishable from a stone statue. Inanimate Invulnerability. If the did not move or take any actions on its last turn, or has not yet had a turn, it is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks; and has resistance to bludgeoning, piercing, and slashing damage from magical attacks.

ACTIONS
***attack.*** makes one melee attack.
***Sword Melee.*** or ***Ranged Weapon Attack.*** +7 to hit, reach 7 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage if used in one hand to make a melee attack, 12 (2d8 + 3) piercing damage if used in two hands to make a melee attack, or 7 (1d6 + 3) piercing damage if used to make a ranged attack.
Gustos (Duel Terminal:Order of the Warlords)

**Gustos Hierarchy: (Gritaur)**

**Common = Lower Class (Low Tier Power)**

**Gemini = Middle Class (Mid Tier Power)**

**Fusion = Upper Class (Most Powerful)**

**Leader:Windaar, Sage of Gusto**

**Classes:Arcane Archer, Aviator, Falconer, Food Specialist,Primal Fighter, Questioner**Favors:Dexterity

Gustos Commons
Gustos Geminis
Gustos Fusions
Gungnir, Dragon of the Ice Barrier (Duel Terminal:Order of the Warlords)

With more and more soldiers continuing to be slaughtered, "Ice Barrier" released the second Ice Dragon. Its breath can turn thousands of enemies instantly into ice sculptures, which then shatter.

**Armor Class** 15 (Plate Armor)
**Hit Points** 95 (9d8 + 5)
**Speed** 40 ft.Climb 10ft. fly 40 ft.

**Saving Throws** WIS +8
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 15 (13,000 XP)

***Frozen Camouflage.*** The Ice Barrier has advantage on Dexterity (Stealth) checks made to hide in icy terrain.
***Ambusher.*** The Ice Barrier has advantage on attack rolls against any creature it has surprised.
***Keen Smell.*** The Ice Barrier has advantage on Wisdom (Perception) checks that rely on smell.
***Ice Walk.*** The Ice Barrier can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

ACTIONS
***Multiattack.***The Ice Barrier makes four attacks two claw and two bite attacks.
***Claw.*** +5 to hit, reach 5 ft., one target. Hit: 7 (4d4+3) slashing damage.
***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d8 + 3) piercing damage, plus 2 (1d4) cold damage.
***Cold Touch (Recharge 4).*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) cold damage.
Laval Geminis Base Male Stat (Duel Terminal:Order of the Warlords)

*Medium elemental, lawful good*

**Armor Class** 14 (natural armor)
**Hit Points** 115 (12d10 + 20)
**Speed** 20 ft.

**Saving Throws** con +8
**Skills** Athletics +5
**Damage Vulnerabilities** acid
**Damage Resistances** none
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, poisoned
**Senses** blindsight 30 ft., passive Perception 6
**Languages** common;
**Challenge** 2 (700 XP)

***Berserk.*** Whenever starts its turn with 40 hit points or fewer, roll a d6. On a 6, goes berserk. On each of its turns while berserk, the Laval attacks the nearest creature it can see. If no creature is near enough to move to and attack, attacks an object, with preference for an object smaller than itself. Once goes berserk, it continues to do so until it is destroyed or regains all its hit points.

***Magic Resistance.*** Laval has advantage on saving throws against spells and other magical effects.

#### ACTIONS

***attack.*** makes one melee attack.

***Blades.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

***Smother.*** smothers a Medium or smaller creature grappled by it. The smothered target is restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the golem's turns or take 10 (2d6 + 3) bludgeoning damage. If moves, the smothered target moves with it. can have only one creature smothered at a time.

***Molten Core (Recharge 8).*** makes four slam attacks against the same target and can take the Dash action as a bonus action.
Lavalval Dragun (Duel Terminal:Order of the Warlords)

Often mistaken as Lavalval Chain from a far distance not as fast as his brother but more powerful in strength.

**Armor Class** 15 (natural armor)
**Hit Points** 230 (13d10 + 20)
**Speed** 40 ft. fly 60 ft.

**Saving Throws** con +8
**Skills** Athletics +7
**Damage Vulnerabilities** acid
**Damage Resistances** Cold, fire
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, poisoned
**Senses** blindsight 30 ft., passive Perception 6
**Languages** common;
**Challenge** 5 (1400 XP)

***Berserk.*** Whenever starts its turn with 40 hit points or fewer, roll a d6. On a 6, goes berserk. On each of its turns while berserk, the Laval attacks the nearest creature it can see. If no creature is near enough to move to and attack, attacks an object, with preference for an object smaller than itself. Once goes berserk, it continues to do so until it is destroyed or regains all its hit points.
***Magic Resistance.*** Laval has advantage on saving throws against spells and other magical effects.

ACTIONS
***Multiattack*** makes two slam attacks.
***Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
***Smother.*** smothers a Medium or smaller creature grappled by it. The smothered target is restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the golem's turns or take 10 (2d6 + 3) bludgeoning damage. If moves, the smothered target moves with it. can have only one creature smothered at a time.
***Molten Core (Recharge 6).*** Lavals makes six slam attacks against the same target and can take the Dash action as a bonus action.
***Laval Explosion.*** When takes damage for the first time, it creates a synthetic, glowing bead of fire energy as a reaction. When Laval drops to 0 hit points, the bead detonates in an explosion of flame that spreads around corners. Each creature in a 15-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The explosion’s base damage is 2d6. If at the end of the Laval's turn the bead has not yet detonated, the damage increases by 1d6. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
Brionac, Dragon of the Ice Barrier (Duel Terminal:Order of the Warlords)

To combat the approaching invaders, the "Ice Barrier" freed "Brionac", an ancient dragon that had been sealed. It pushed back the invaders with its power.To protect itself, it clads its body in an armor of ice, made by freezing moisture in the air. It can instantly freeze moisture in the atmosphere. It uses this power to freeze its foes.

**Armor Class** 17 (Plate Armor)
**Hit Points** 95 (9d8 + 5)
**Speed** 40 ft.Climb 10ft. fly 40 ft.

**Skills** WIS +8
**Senses** blindsight 30 ft., passive Perception
**Languages** common;
**Challenge** 15 (13,000 XP)

***Frozen Camouflage.*** The Ice Barrier has advantage on Dexterity (Stealth) checks made to hide in icy terrain.
***Ambusher.*** The Ice Barrier has advantage on attack rolls against any creature it has surprised.
***Keen Smell.*** The Ice Barrier has advantage on Wisdom (Perception) checks that rely on smell.
***Ice Walk.*** The Ice Barrier can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

ACTIONS
***Multiattack.***The Ice Barrier makes four attacks two claw and two bite attacks.
***Claw.*** +5 to hit, reach 5 ft., one target. Hit: 7 (4d4+3) slashing damage.
***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d8 + 3) piercing damage, plus 2 (1d4) cold damage.
***Cold Touch (Recharge 4).*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) cold damage.
Blackwing (Duel Terminal:Order of the Warlords)

**Blackwing Hierarchy:(Gritaur)**

**Common = Lower Class (Low Tier Power)**

**Gemini = Middle Class (Mid Tier Power)**

**Fusion = Upper Class (Most Powerful)**

**Leader:Blackwing - Onimaru the Divine Thunder**

**Classes:Audiomancer (Variant), Aviator(Variant), Beastblood,Classless,Commander**

**Favors:DEX**

Blackwing Commons
Blackwing Geminis
Blackwing Fusions
Gem-Knights (Duel Terminal:Order of the Warlords)

**Gem-Knight Hierarchy: (Construct)**

**Common = Lower Class (Low Tier Power)**

**Gemini = Middle Class (Mid Tier Power)**

**Fusion = Upper Class (Most Powerful)**

**Leader: Master Diamond**

**Classes: Gem Knight, Aincrad Knight,Prismatic Knight, Guardian, Guardian Knight**

**Favors:Constitution, Strength or Dexterity**

Gem-Knights Commons
Gem-Knights Geminis
Gem-Knights Fusions
Gem-Knights Deceased
Assault Blackwing-Chidori the Rain Sprinkling (Duel Terminal:Order of the Warlords)

**Armor Class** 15 (Plate Armor)
**Hit Points** 106 (10d10 + 50)
**Speed** 40 ft. Fly 40 ft.

**Saving Throws** con +6
**Skills** Athletics +9
**Damage Vulnerabilities** thunder
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 15 (13,000 XP)

***Ambusher.*** The Blackwing has advantage on attack rolls against any creature it has surprised.
***New Moon Hunters.*** The Blackwing has advantage on attack rolls against a creature if both the creature and The Blackwing are in total darkness. Dim or bright light, including that of the full moon, prevents this advantage.
***Nimble Escape.*** The Blackwing can take the Disengage or Hide action as a bonus action on each of its turns.
***Mind Labyrinth.*** The Blackwing has advantage on saving throws against being charmed, and magic can't put The Blackwing to sleep.

ACTIONS
***Multiattack.*** The Blackwing makes two attacks.
***Resist (Recharge 5).*** The Blackwing creature ends one condition on itself.
***Longsword.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) slashing damage.
Six Samurai Geminis Base Stat (Duel Terminal:Order of the Warlords)

*Medium humanoid, neutral*

**Armor Class** 14 (Leather Armor)
**Hit Points** 73 (14d6 + 14)
**Speed** 20 ft.Climb 20ft

**Saving Throws** Dex +8
**Skills** Perception +4
**Senses** blindsight 30 ft., passive Perception 8
**Languages** —
**Challenge** 2 (700 XP)

***Ambusher.*** The Samurai has advantage on attack rolls against any creature it has surprised.

***Bribe-Able.*** You can role 2d20s and have the option to pay of a Samurai equal to the amount rolled. You still gain xp when they are defeated this way.

***Nimble Escape.***The Samurai can take the Disengage or Hide action as a bonus action on each of its turns.

#### ACTIONS

***Multiattack.*** The Samurai makes three attacks.

***Resist (Recharge 5)*** The creature ends one condition on itself.

***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Evigishki Mind Augus (Duel Terminal:Order of the Warlords)

The "Gishki" used Forbidden Magic to transform their bodies into monsters in order to battle. Ariel, who was orphaned, was adopted by Noellia, and grew up to be a excellent mage due to her special training and education.

**Armor Class** 20 (Leather armor)
**Hit Points** 105 (10d10 + 50)
**Speed** 40 ft. swim 60 ft. fly 20 ft.

**Saving Throws** dex +8
**Skills** Survival +6
**Damage Vulnerabilities** Thunder
**Senses** blindsight 60 ft., passive Perception 7
**Languages** common;
**Challenge** 5 (1400 XP)

***Amphibious.***can breathe air and water.
***Hold Breath.***can hold its breath for 15 minutes.
***Magic Resistance.***has advantage on saving throws against spells and other magical effects.

ACTIONS
***MultiAttack.*** makes two Radiant Beam attack.
***Mind Blast. (recharge 4)*** The Gishiki magically emits psychic energy in a 30 ft. cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or take 1d8 + 2 psychic damage and be stunned 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.
***Radiant Beam.*** Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 16 (3d6 + 3) radiant damage.