recursal/Fanatic-Fandom huggingface dataset:
Gem-Knight Ruby (Duel Terminal:Order of the Warlords)

In the language of gems, it represents "Zeal, Passion, and Pure Love". The Birthstone for July

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

**Saving Throws** Con +11
**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
***Single attack.*** makes one melee attack.
***Sword Melee*** or ***Ranged Weapon Attack.*** +11 to hit, reach 12 ft. or range 20/60 ft., one target. Hit: 11 (4d6 + 3) piercing damage if used in one hand to make a melee attack, 11 (4d8 + 3) piercing damage if used in two hands to make a melee attack, or 7 (4d6 + 3) piercing damage if used to make a ranged attack.
Gishkis List of Geminis (Duel Terminal:Order of the Warlords)

# Gishki Shadow

The original leader of the clan until he was outcasted. He doesn’t like his people much but he sure loves visitors and telling stories of the good old days.

# Gishki Diviner

He selects the Tribe Leader every 10 years by hosting an election but he is the final say after two people are voted to be leader. Noellia won because of her campaign to usher in a new era of science.

# Gishki Marker

Leader of the Squid Squadron he is the guy who leads land attacks by flooding surrounding areas with his army to help the Fusions invade the surface.

# Gishki Vanity

Noellia’s greatest student mastering the art of summoning constructs but does not want to use them in battle unless necessary.
Ally of Justice Decisive Armor (Duel Terminal:Order of the Warlords)

The trump card of Ally of Justice, the quickly-built supreme anti-Worm weapon is sent to the ultimate decisive battle. As the battle swings back and forth, it finally ends in it barely defeating Zero.

**Armor Class** 16 (Plate Armor)
**Hit Points** 105 (10d10 + 50)
**Speed** 60 ft.

**Saving Throws** Dex +8, INT +8
**Skills** Perception +4
**Damage Resistances** necrotic, bludgeoning,piercing, and slashing from nonmagical attacks
**Damage Immunities** cold, psychic
**Condition Immunities** charmed, frightened, poisoned
**Senses** blindsight 30 ft., passive Perception 9
**Languages** all;
**Challenge** 15 (13,000 XP)

***Acid Absorption.*** Whenever the Ally of Justice is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
***Magic Weapons.*** The Ally of Justice's weapon attacks are magical.

ACTIONS
***Multiattack.*** Ally of Justice can make two Ray attacks.

***Ray.*** Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 9 (2d6 + 2) radiant damage.
***Haste (Recharge 5-6).*** Until the end of its next turn, the Ally of Justice magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
***Arcane Grenade.*** Ally of Justice hurls a magical grenade at a point he can see up to 60 feet away. All creatures within a 20-foot radius of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. The grenade releases a cloud of toxic gas that covers a 20-foot radius. Any creature that is completely within the cloud at the start of its turn must make a DC 19 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. On a failed save, a creature must also spend its action on that turn retching and reeling. Creatures that do not need to breathe or are immune to poison automatically succeed on this saving throw. The gas cloud lingers until the end of Ally of Justice’s next turn. Ally of Justice carries 4 Arcane Grenades.
X-Sabers (Duel Terminal:Order of the Warlords)

**X-Sabers Hierarchy: (Type:Feral Beast)**

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

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

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

**Leader: M-X-Saber Invoker**

**Classes: Alcoholic, Berserker, Blademaster, (change)Stance and Combo, Blade Mage, Bounty Hunter**Favors: Strength and Dexterity

X-Sabers Commons
X-Sabers Geminis
X-Sabers Fusions
X-Sabers Deceased
Season 1 Episode 10: The Forest of Doom

Forest of Doom

Green looked across the galaxy. Green sighed. Blue told everybody that in science him and Dr. White always used to discuss The Forest of Doom. So he basically knows everything about the planet. They‘re almost to the edge of the galaxy so they’re going in the jump point.

When they arrive they see Dr. White’s ship and he was lucky enough to crash there. That reminded Blue. Everyone that happens here is based on luck, so it’s likely not all of them will make it.

Red and Green go out for food but then they found the final resting place of the demons. Green tried to call Blue or Yellow but he got a no signal sign. He remembered there’s no service in space.

Then Red asked if Green just wanted to connect to his hotspot and Green was like sure. Meanwhile Dr. White and Killer were just behind them. Red told Green it’s on and to just connect.

He connected and put his headphones on and started talking to Blue while he was fighting. Red and Killer were getting revenge on each other (From Season 1 Episode 2) but they were both getting beat up. Dr. White kicked Green and Red out of the gate. There was big wooden door so they could hear what was going on.

They were talking about finding a Artifact of Return. They knew they were doomed. Blue and Yellow arrived and Green quietly. Red said it’s in the planet’s woods. So they decided to head there.
Blackwing Fusions (Duel Terminal:Order of the Warlords)

Blackwing-Gram the Shining Star
Blackwing-Gust the Backblast
Blackwing-Hillen the Tengu-wind
Blackwing-Kogarashi the Wanderer
Blackwing-Kris the Crack of Dawn
Blackwing-Nothung the Starlight
Blackwing-Shura the Blue Flame
Blackwing-Silverwind the Ascendant
Blackwing-Sirocco the Dawn
Blackwing-Zephyros the Elite
Blackwing Armed Wing
Blackwing Armor Master
Blackwing Tamer-Obsidian Hawk Joe
Assault Blackwing-Chidori the Rain Sprinkling
Assault Blackwing-Raikiri the Rain Shower
Assault Blackwing-Onimaru the Divine Thunder
Flamvell Commons Base Stat (Duel Terminal:Order of the Warlords)

**Armor Class** 7 (Natural Armor)
**Hit Points** 75 (8d8+20)
**Speed** 20 ft. fly 5 ft.

**Saving Throws** con +4
**Skills** Athletics +5
**Damage Vulnerabilities** Acid
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, poisoned
**Senses** blindsight 30 ft., passive Perception 6
**Languages** common;
**Challenge** 2 (450 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 Flamvell 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.*** Flamvell has advantage on saving throws against spells and other magical effects.

ACTIONS
***Attack.*** makes one melee attack.
***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.
Gishkis List of Commons (Duel Terminal:Order of the Warlords)

# Gishki Abyss

A great warrior on land and sea but not that powerful in terms of strength..

# Gishki Ariel

A priest who remembers the days when Gishki Shadow was in charge of their clan. She wants to start a civil war but has no supporters.

# Gishki Avance

A student of Noellia she was taught forbidden arts of summoning.

# Gishki Beast

A failed ritual that turn Noellia’s pet into a hideous and almost mindless beast.

# Gishki Chain

A great warrior on land and sea but not that powerful in terms of strength.HE fights with a long chain once used for fishing.

# Gishki Vision

He predicted the election and counted votes and he was shocked when Shadow lost but he just hangs out with Shadow for the most part. He strongly believes the election was rigged by Nollia.

# Gishki Emilia

A student of Noellia she was taught forbidden arts of summoning.

# Gishki Mollusk

A guardian of Noellia’s students. He is a great swordsman who likes using is swords but mostly for performances for the children.

# Gishki Reliever

A failed ritual that turn Noellia’s pet into a hideous and almost mindless beast.
Gustos List of Commons (Duel Terminal:Order of the Warlords)

# Gusto Codor

A bird who was in love with armor that looked fancy when he flies into battle.

# Gusto Egul

A messenger bird but also a great fighter.He's in charge of mail related to reinforcements. The members of the clan undergo strict training in "Mist Valley" during their childhood, and upon reaching adulthood, they forge a bond with the beasts and birds, and become their "friends."

# Gusto Griffin

The personal pet of Windaar, Sage of Gusto. He is the strongest common but not intelligent enough to realize its true potential due to being depressed so often.

# Gusto Gulldo

A messenger bird but also a great fighter.He's in charge of mail related to supply drops.The members of the clan undergo strict training in "Mist Valley" during their childhood, and upon reaching adulthood, they forge a bond with the beasts and birds, and become their "friends."

# Gusto Falco

A messenger bird but also a great fighter. He's in charge of mail related to medical attention.The members of the clan undergo strict training in "Mist Valley" during their childhood, and upon reaching adulthood, they forge a bond with the beasts and birds, and become their "friends."

# Gusto Squirro

It flies using telekinetic energy by channelling using fiction of the clouds to produce small amounts of lighting. Don’t let its small size fool you because he's very fast and hard to hit.

# Gusto Thunbolt

It flies using telekinetic energy by channelling using fiction of the clouds to produce small amounts of lighting but not enough to hurt it. He is a pet for Caam given to her on her birthday.
Six Samurai Commons Base Stat (Duel Terminal:Order of the Warlords)

**Armor Class** 7 (Leather Armor)
**Hit Points** 35 (5d8 + 5)
**Speed** 20 ft.Climb 10ft

**Saving Throws** Dex = 7
**Skills** Perception +4
**Senses** blindsight 30 ft., passive Perception 8
**Languages** common;
**Challenge** 2 (500 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.

ACTIONS
***Multiattack.*** The Samurai makes two attacks.
***Resist (Recharge 6)*** 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.
***Claw:*** +5 to hit, reach 5 ft., one target. Hit: 7 (2d4+3) slashing damage
Gishki Psychelone (Duel Terminal:Order of the Warlords)

She uses her wings to fly to attack enemies from above. She has been said to be the evolved sister of Nollia but has lost her mind in the process of evolving.

**Armor Class** 20 (Leather armor)
**Hit Points** 105 (10d10 + 50)
**Speed** 40 ft. swim 60 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.*** The Gishiki makes two attacks one Tentacle and one Radiant Beam beam.
***Tentacle.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 12) and must succeed on a DC 12 Intelligence saving throw or be stunned until the grapple ends.
***Mind Blast.*** 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.
Season 1 Episode 12: Return of the Demon (SEASON FINALE)

```
PREVIOUSLY ON THE LEGENDARY HEROES... THE KUNG FU STIKBOTS HAD FOUND THE ACIENT ARTIFACT THEN DR. WHITE CAME AND TOOK IT...

```

## Season 1 Episode 12: Return of the Demon

### Director

Asa The Ghost Slayer

Green said we should go to the demon temple and get the staff. Blue came up with a plan. Then the heroes went to the temple.

When they arrived they saw that the return of the demons had begun. Dr. White had revealed himself to be the true leader of the demons named Black.

Green ran into the violence and got knocked out and blown away. Then all the Demons got inside the demon spaceship and destroyed any way of the Kung Fu Stikbots of escaping...

```
TO BE CONTINUED... IN SEASON 2 COMING IN 2020...

```
Gem-Knights Geminis Base Stat (Duel Terminal:Order of the Warlords)

**Armor Class** 14 (plate)
**Hit Points** 112 (15d8+45)
**Speed** 40 ft.

**Saving Throws** con +7
**Skills** Athletics +7
**Damage Resistances** cold, fire
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 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.
XX-Saber Faultroll (Duel Terminal:Order of the Warlords)

*Large feral beast, chaotic good*

**Armor Class** 16 (plate armor)
**Hit Points** 102 (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

***Multiattack.*** The 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.
Ally of Justice Searcher (Duel Terminal:Order of the Warlords)

A robot meant to destroy invaders.

**Armor Class** 16 (Plate Armor)
**Hit Points** 105 (10d10 + 50)
**Speed** 40 ft. climb 40 ft.

**Saving Throws** Dex +8, INT +8
**Skills** Perception +4
**Damage Resistances** necrotic, bludgeoning,piercing, and slashing from nonmagical attacks
**Damage Immunities** cold, psychic
**Condition Immunities** charmed, frightened, poisoned
**Senses** blindsight 30 ft., passive Perception 9
**Languages** all;
**Challenge** 15 (13,000 XP)

***Acid Absorption.*** Whenever the Ally of Justice is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
***Magic Weapons.*** The Ally of Justice's weapon attacks are magical.

ACTIONS
***Multiattack*** can make two ray attacks
***Ray.*** Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 9 (2d6 + 2) radiant damage.
***Haste (Recharge 5-6).*** Until the end of its next turn, the Ally of Justice magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
***Accelerated Earthly Shake.*** The Ally of Justice shifts the ground with its tires, triggering an earthquake. All other creatures on the ground within 60 feet of the Ally of Justice must make a DC 22 Strength saving throw. On a failed save, a creature takes 33 (6d10) bludgeoning damage and is knocked prone. On a successful one, a creature takes half as much damage and isn't knocked prone.
Time and History (Duel Terminal:Order of the Warlords Supplement)

**Please Note: This takes place in an AU (Alternate Universe). Where Tierra and Sophia were around at the same time.**

***Non-stop wars between many tribes for supremacy, but none of them had the powers to overcome the others. However, invaders from space, the Worms, arrived, interrupting their endless war. The native tribes created a temporary truce to fight off the invaders. Chaos seemed to be arriving.***

***In the heavenly sky, the Vylons descended to cease wars; however, at the same time, deep within the earth's crusts, an evil group of creatures known as the Steelswarm awoke and began to invade the surface world. Wanting to protect their homeland, the 4 tribes joined together with the Vylons and obtained new powers from them.***

***After defeating the Steelswarm (at least it seemed like they were defeated), the Vylons decided the most logical way to prevent any more wars was by eliminating the other tribes. As the other tribes were all threatened by this, they joined together and combined their powers to resist the judgement of the Vylons. This new alliance finally triumphed, as they found the Vylons' weakness and used it against them.***

***After the Vylons fled, the clans broke up their temporary truce. The Lavals have now become a massive power source to fuel the rituals of the Gishki. Then, the Gishki decided to take over the Mist Valley region in order to collect raw material for their projects, which began a large genocide against the Gustos. Though there were a few Gustos left, they were saved by the justified Gem-Knights.***

***While another fight had been brought again, a new evil appeared; it seemed that the lswarm virus had spread rapidly, infecting any and all it came in contact with. Seeing nothing but despair around them as their own allies attack one and another, they prayed for the assistance of the Constellar, a legend that has been passed down for generations. Somewhere around the battle, the Gishki tried to revive the dragons of the Ice Barriers to fight off the infection, but then the leader of the Gishki was plagued by the lswarm and so far, the rest began to follow. Unable to control their movements, the Gishki managed to resurrect the leader of the Steelswarms; however, the Gem-Knights, with their sense of justice, stood by with the Constellar knowing there was still hope left. Using every amount of their powers, the Gem-Knights combine together into the light that would save the world. After being amazed by the fusion power of justice and unity of the Gem-Knights, the Constellar awakened their true power transforming themselves in one being of a legendary dragon. With all this non-stop negative impact giving off, the winds of the Shrine of Mist Valley stirred even more, which unintentionally summoned Sophia, Goddess of Rebirth and her sister Tierra, Source of Destruction. After seeing the goddesses descended from the heavens the 8 main tribes decided to figure out how to gain access to the heaven and prevent them from destroying and recreating the world.***
Blackwing Armor Master (Duel Terminal:Order of the Warlords)

*Large gritaur, neutral*

**Armor Class** 13 (Plate Armor)
**Hit Points** 300 (16d8 + 45)
**Speed** 60 ft. fly 60 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)

***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

***Multiattack.*** makes two melee attacks.

***Blade Melee or Ranged Weapon Attack.*** +8 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 19 (4d6 + 3) piercing damage if used to make a ranged attack.
Gem-Knight Aquamarine (Duel Terminal:Order of the Warlords)

A warrior with an Aquamarine Core, who boasts outstanding defensive might among the "Gem-Knights". He blocks the almost-daily attacks that the "Laval" army launches, giving his allies time to prepare for battle.In the language of gems, it represents "Calmness, Wisdom, and Gallantry".The Birthstone for March.

**Armor Class** 13 (plate)
**Hit Points** 312 (20d8 + 45)
**Speed** 40 ft.

**Saving Throws** Con +11
**Skills** Athletics +6
**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.
***Axe Melee*** or ***Ranged Weapon Attack.*** +11 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.
Mist Valleys Commons Base Stat (Duel Terminal:Order of the Warlords)

**Armor Class** 7 (Natural Armor)
**Hit Points** 30 (5d8 + 5)
**Speed** 20 ft. fly 20 ft.

**Saving Throws** Dex +6
**Skills** Perception +4
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 2 (500 XP)

***Dive Attack.*** If The Mist Valley 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.
***Keen Sight.*** The Mist Valley has advantage on Wisdom (Perception) checks that rely on sight.
***Limited Telepathy.*** Using telepathy, The Mist Valley can magically communicate with any other The Mist Valley within 60 feet of it.

ACTIONS
***Multiattack.*** The Mist Valley 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.
X-Saber Uruz (Duel Terminal:Order of the Warlords)

**Armor Class** 15 (Plate Armor)
**Hit Points** 85 (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 X-Saber has advantage on attack rolls against any creature it has surprised.
***New Moon Hunters.*** The X-Saber has advantage on attack rolls against a creature if both the creature and The X-Saber are in total darkness. Dim or bright light, including that of the full moon, prevents this advantage.
***Nimble Escape.***The 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.*** The X-Saber makes four attacks.
***Resist (Recharge 5).*** The X-Saber 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
Blackwing-Kogarashi the Wanderer (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.
Gem-Knight Lady Lapis Lazuli (Duel Terminal:Order of the Warlords)

**Armor Class** 18 (plate)
**Hit Points** 300 (16d8 + 45)
**Speed** 60 ft.

**Saving Throws** Con +12
**Skills** Athletics +14
**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)

***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.*** +8 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 14 (4d6 + 3) piercing damage if used to make a ranged attack.
Lavalval Dragon (Duel Terminal:Order of the Warlords)

A Powerful dragon that joined the Laval’s after their leader healed him after the dragon fell in the volcano.

**Armor Class** 15 (natural armor)
**Hit Points** 230 (13d10 + 20)
**Speed** 50 ft. fly 50 ft.

**Saving Throws** con +8
**Skills** Athletics +9
**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.
XX-Saber Hyunlei (Duel Terminal:Order of the Warlords)

**Armor Class** 16 (Plate 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
**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 two attacks.
***Resist (Recharge 5)*** The XX-Saber creature ends one condition on itself.
***Scimitar.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) slashing damage.
Mist Valleys List of Geminis (Duel Terminal:Order of the Warlords)

# Mist Valley Executor

He is known by many names by Human natives and very good in his skills with talking with Humans. He is the one to execute prisoners of war and ect.

# Mist Valley Falcon

She is known by many names by Human natives and very good in her skills with talking with Humans. Often mistaken as a Harpie but she has more of a body like an angel.

# Mist Valley Shaman

The priestess who does all the religious ceremonies. Tends to meditate for hours on end wondering about the future.

# Mist Valley Soldier

A great warrior who uses daggers and throwing knives.

# Mist Valley Watcher

A stealthy assassin who uses the mist to jump in and escape fights.
Ally of Justice Quarantine (Duel Terminal:Order of the Warlords)

Prior to "Zero" appearing, it detected a spatial distortion.

**Armor Class** 16 (Plate Armor)
**Hit Points** 75 (10d10 + 50)
**Speed** 40 ft.

**Saving Throws** Dex +8, INT +8
**Skills** Perception +4
**Damage Resistances** necrotic, bludgeoning,piercing, and slashing from nonmagical attacks
**Damage Immunities** cold, psychic
**Condition Immunities** charmed, frightened, poisoned
**Senses** blindsight 30 ft., passive Perception 9
**Languages** all;
**Challenge** 15 (13,000 XP)

***Acid Absorption.*** Whenever the Ally of Justice is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
***Magic Weapons.*** The Ally of Justice's weapon attacks are magical.

ACTIONS
***Gravity Manipulation.***The Ally of Justice will use its ability to change gravity and pulls each creature grappled by it up to 30 feet straight toward it.
***Brain Consumption. (Recharge 4-5)*** Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the Ally of Justice. Hit: The target takes 50 (8d12) piercing damage. If this damage reduces the target to 0 hit points, the Ally of Justice kills the target by absorbing its brain and gains 20 temporary hit points.
***Mind Blast (Recharge 5-6).*** The Ally of Justice will magically emits psychic energy in a 120-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 45 (8d8 + 9) 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.
***Frightful Presence.*** Each creature of the Ally of Justice’s choice that is within 120 feet of the dalasmir and aware of it must succeed on a DC 21 Wisdom saving throw or become 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 dalasmir's Frightful Presence for the next 24 hours.
***Haste (Recharge 5-6).*** Until the end of its next turn, the Ally of Justice magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
Samurai of the Ice Barrier (Duel Terminal:Order of the Warlords)

Protector of the gate leading to the legendary ice beast and dragons. He will stop anyone who approaches him. Once was a member of the six samurai but left after civil war broke out. He renamed himself to Samurai of the Ice Barrier and forgotten his original name.

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

**Saving Throws** 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.
***Ice blade.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, plus 2 (2d4) cold damage.
Ally of Justices Geminis, Air Unit Base Stat (Duel Terminal:Order of the Warlords)

**Armor Class** 14 (Plate Armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 40 ft. fly 60 ft.

**Saving Throws** Int +8
**Skills** Perception +4
**Senses** blindsight 30 ft., passive Perception
**Languages** All;
**Challenge** 10 (5,900 XP)

***Dive Attack.*** If Ally of Justice Air Unit (AU) 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.*** Ally of Justice Air Unit (AU) doesn't provoke opportunity attacks when it flies out of an enemy's reach.
***Keen Sight.*** Ally of Air Unit (AU) has advantage on Wisdom (Perception) checks that rely on sight.
***Immutable Form.*** Ally of Justice Air Unit (AU) is immune to any spell or effect that would alter its form.

ACTIONS
***Multiattack.*** Ally of Justice Air Unit (AU) 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.
***Defensive Deafening Screech.*** Ally of Justice Air Unit (AU) 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.
Gishkis Geminis Base Stat (Duel Terminal:Order of the Warlords)

Medium atlantean, lawful good

Armor Class 14 (natural armor)
Hit Points 47 (5d8 + 5)
Speed 20 ft. swim 30 ft.

STR DEX CON INT WIS CHA
12 (+2) 14 (+0) 10 (+1) 16 (+2) 9 (+1) 9 (-1)
Saving Throws dex +8
Skills Survival +6
Damage Vulnerabilities Thunder
Senses blindsight 60 ft., passive Perception 7
Languages common;
Challenge 2 (700 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
Attack. makes one chain attack.

Chain. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 3) bludgeoning damage.

Mind Blast. (recharge 4) The magically emits energy in a 30 ft. cone. Each creature in that area must succeed on a DC 12 Dexterity 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.
Evigishki Soul Ogre (Duel Terminal:Order of the Warlords)

A great warrior but more of a brute than interested in science. Not the political type but love to wrestle or spare with people and is really friendly to others in high power.

**Armor Class** 20 (Leather armor)
**Hit Points** 105 (10d10 + 50)
**Speed** 40 ft. swim 60 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 attacks one with its bite and one with its claws or two with its claws.
***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.
***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage.
Daigusto Phoenix (Duel Terminal:Order of the Warlords)

Among the "Gusto" tribe's fighting styles was their method of man and bird fighting together as one he does not use it but rather flying by himself using his mighty wings.

**Armor Class** 17 (Plate Armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 40 ft. fly 35 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.
***Wing Firestorm.*** The Gusto moves up to its full flying speed. It doesn't provoke opportunity attacks. All non-flying creatures it passes on the way within 10 feet must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.
Laval Dual Slasher (Duel Terminal:Order of the Warlords)

One of the weakest of the higher ranked Lavals but he uses his legendary move the Sleek Slash which slices the enemy in the chest with his magma arms.

**Armor Class** 20 (plate)
**Hit Points** 310 (13d10 + 20)
**Speed** 45 ft.

**Saving Throws** con +9
**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.
Laval Geminis Female Base Stat (Duel Terminal:Order of the Warlords)

*Medium elemental, lawful good*

**Armor Class** 14 (natural armor)
**Hit Points** 75 (8d10+20)
**Speed** 40 ft.

**Saving Throws** con +7
**Skills** Athletics +7
**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.

***Create Construct (1/Day).*** magically summons one sentinel, appearing within 5 feet. This creation lasts until destroyed and obeys every command given to it.