Koa'ki Meiru (Duel Terminal:Order of the Warlords)

**Koa'ki Meiru Hierarchy:(Fiend Construct)**

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

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

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

Koa'ki Meiru Commons
Koa'ki Meiru Geminis
Koa'ki Meiru Fusions

## Data Dump

Koa'ki Meiru Hierarchy

Leader: Kozaky
Fusion: Magical Scientist,Giant Kozaky
Gemini: Koa'ki Meiru Maximus
Common Everyone else

Common Stats

Armor Class 7 Plate Armor
Hit Points 45 (12d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
7 5 10 10 10 11
Damage Immunities fire, poison
Condition Immunities exhaustion, poisoned
Languages: Common
Challenge 5 (1,800 XP)

Combustion Burst. When the Koa'ki Meiru dies, it explodes in a cloud of fire. Each creature within 10 feet of the Koa'ki Meiru must succeed on a DC 11 Dexterity saving throw or take 21 (6d6) fire damage.

ACTIONS
Multiattack. The steam slitherer makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

Armor Removal (Recharge 4-6). The construct makes a melee attack action. Upon a hit, the target can make a DC 15 Dexterity saving throw, unless the target is prone, paralyzed, or otherwise unable. On a failure, the construct pushes a piece of armor off the target, causing it to fall straight to the ground.

Koa'ki Meiru Boulder

Koa'ki Meiru Crusader

Koa'ki Meiru Ghoulungulate

Koa'ki Meiru Hydro Barrier

Koa'ki Meiru Prototype

Koa'ki Meiru Rooklord

Koa'ki Meiru Urnight

Koa'ki Meiru Valafar

Gemini Stats

Armor Class 14 Plate Armor
Hit Points 54 (12d8)
Speed 20 ft. Fly 30

STR DEX CON INT WIS CHA
7 5 10 10 10 11
Damage Immunities fire, poison
Condition Immunities exhaustion, poisoned
Languages: Common
Challenge 5 (1,800 XP)

Combustion Burst. When the Koa'ki Meiru dies, it explodes in a cloud of fire. Each creature within 10 feet of the Koa'ki Meiru must succeed on a DC 11 Dexterity saving throw or take 21 (6d6) fire damage.

ACTIONS
Multiattack. The steam slitherer makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

Armor Removal (Recharge 4-6). The construct makes a melee attack action. Upon a hit, the target can make a DC 15 Dexterity saving throw, unless the target is prone, paralyzed, or otherwise unable. On a failure, the construct pushes a piece of armor off the target, causing it to fall straight to the ground.

Leadership (Recharges after a Long Rest). For 1 minute, the wight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the wight. A creature can benefit from only one Leadership die at a time. This effect ends if the wight is incapacitated.

Elemental Breath (Recharge 5-6). The dragon exhales his elemental type in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 40 (9d8) this dragons elemental type damage on a failed save, or half as much damage on a successful one.

Koa'ki Meiru Maximus

Fusion: Giant Kozaky

Armor Class 16 (plate armor)
Hit Points 520 (28d20 + 226)
Speed 40 ft. swim 30 ft.

STR DEX CON INT WIS CHA
20 10 18 17 16 10
Saving Throws Str +8, Dex +8, Con +7, Int +7, Wis +6
Skills Perception +10
Damage Immunities cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities paralyzed
Senses darkvision 120 ft., passive Perception 20
Languages
telepathy 60 ft.
Challenge 24 (62,000 XP)

Lung Less. The Giant Kozakycan cannot suffocate

Legendary Resistance (3/Day). If the Giant Kozaky fails a saving throw, it can choose to succeed instead.

Siege Monster. The Giant Kozaky deals double damage to objects and structures.

ACTIONS
Multiattack. The Giant Kozaky makes four melee attacks: two with its slam and two with its drill tentacles.

Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target, Hit: 24 (4d6 + 10) bludgeoning damage.

Drill Tentacles. Melee Weapon Attack: +15 to hit, reach 20 ft., one target, Hit: 20 (3d6 + 10) bludgeoning damage and the target is grappled (escape DC 20).

Tentacle Fling. One large or smaller object held or creature grappled by the Giant Kozaky is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity save or take the same damage and be knocked prone.

Frightful Presence. Each creature of the Giant Kozaky's choice within 120 feet of the krakentua and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effects ends for it, the creature is immune to the Giant Kozaky's Frightful Presence for 24 hours.

Fusion: Magical Scientist

Humanoid (human), Chaotic Evil
Armor Class 19 (Leather Armor)
Hit Points 100 (10d10 + 50)
Speed 30 ft. Climb 30 Swim 30
STR DEX CON INT WIS CHA
16 20 21 21 18 24
Saving Throws Con +9, Wis +8, Cha +7
Skills Arcana +8 Deception +9, Insight +9, Perception +8
Damage Vulnerabilities force, charmed,
Damage Immunities necrotic, poison
Condition Immunities petrified, poisoned
Senses truesight 120 ft., passive Perception 21
Challenge 21 (33,000 XP)

Turn Resistance. The Magical Scientist has advantage on effects that would turn undead.

Magic Weapons. The Magical Scientist weapon attacks are magical.

Magic Resistance. The Magical Scientist has advantage on saving throws against magic and magical effects.

Sneak Attack. Once per round, if the Magical Scientist has advantage on an attack roll, the Magical Scientist deals an additional 5d6 damage on hit.

ACTIONS
Multiattack. The Magical Scientist makes one punch attack and one kick attack.

Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) slashing damage.

Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage.

Diffuse Particle Beam Ray Gun (Recharge 5-6). The Magical Scientist unleashes dark energies in a 120-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 117 (18d12) necrotic damage on a failed save, or half as much on a successful one.

Focused Particle Beam Ray Gun (Recharge 5-6). The Magical Scientist unleashes dark energies in a 150-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 117 (18d12) necrotic damage on a failed save, or half as much on a successful one.

LEGENDARY ACTIONS
The Magical Scientist can take 5 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 Magical Scientist regains spent legendary actions at the start of its turn.

Detect. The Magical Scientist makes one Wisdom (Perception) check.

Teleport. The Magical Scientist magically teleports up to 120 feet to an unoccupied space she can see.

Particle Beam (Costs 2 Actions). The Magical Scientist uses Diffuse Particle Beam Ray Gun or Focused Particle Beam Ray Gun.

Mystical Darkness (Costs 3 Actions). The Magical Scientist unleashes a blast of intermingled positive and negative energy. Each creature within 60 feet of the Magical Scientist must make a DC 23 Constitution saving throw, taking 65 (10d12) radiant damage and 65 (10d12) necrotic damage on a failed save, or half as much on a successful one.

Leader: Kozaky

Humanoid (human), Chaotic Evil
Armor Class 20 plot armor
Hit Points 200 (10d10 + 50)
Speed 50 ft. Climb 40 Swim 40
STR DEX CON INT WIS CHA
20 20 21 21 18 24
Saving Throws Con +9, Wis +8, Cha +7
Skills Arcana +10 Deception +10, Insight +10, Perception +10
Damage Vulnerabilities force, charmed,
Damage Immunities necrotic, poison
Condition Immunities petrified, poisoned
Senses truesight 120 ft., passive Perception 21
Challenge 25 (36,000 XP)

Turn Resistance. The Scientist has advantage on effects that would turn undead.

Magic Weapons. The Scientist weapon attacks are magical.

Magic Resistance. The Scientist has advantage on saving throws against magic and magical effects.

Sneak Attack. Once per round, if the Scientist has advantage on an attack roll, the Magical Scientist deals an additional 5d6 damage on hit.

ACTIONS
Multiattack. The Scientist makes one punch attack and one kick attack.

Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) slashing damage.

Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage.

Diffuse Particle Beam Ray Gun (Recharge 4-5). The Scientist unleashes dark energies in a 120-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 117 (18d12) necrotic damage on a failed save, or half as much on a successful one.

Focused Particle Beam Ray Gun (Recharge 4-5). The Scientist unleashes dark energies in a 150-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 117 (18d12) necrotic damage on a failed save, or half as much on a successful one.

LEGENDARY ACTIONS
The Magical Scientist can take 5 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 Magical Scientist regains spent legendary actions at the start of its turn.

Detect. The Scientist makes one Wisdom (Perception) check.

Teleport. The Scientist magically teleports up to 120 feet to an unoccupied space she can see.

Particle Beam (Costs 2 Actions). The Scientist uses Diffuse Particle Beam Ray Gun or Focused Particle Beam Ray Gun.

Mystical Darkness (Costs 3 Actions). The Scientist unleashes a blast of intermingled positive and negative energy. Each creature within 60 feet of the Scientist must make a DC 23 Constitution saving throw, taking 65 (10d12) radiant damage and 65 (10d12) necrotic damage on a failed save, or half as much on a successful one.