5e Encounters (Duel Terminal:Order of the Warlords)

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Contents

The Good Races/Factions[edit]

Gem-Knights[edit]

Gem-Knight Hierarchy:

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-Knight Common Base Stats[edit]

normal construct, lawful good


Armor Class 20 (natural armor, shild)
Hit Points 60 (8d8+24)
Speed 35 ft.


STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 18 (+3) 5 (-3) 8 (-1) 6 (-2)

Saving Throws con +5
Skills Athletics +5
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.


the most common Gem-Knight


List of commons[edit]

Gem-Knight Alexandrite[edit]

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

Gem-Knight Amber[edit]

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

Gem-Knight Emerald[edit]

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

Gem-Knight Iolite[edit]

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

Gem-Knight Lazuli[edit]

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 Armadillo[edit]

One of the many creatures in the land.

Gem Turtle[edit]

One of the many creatures in the land.

Gem Elephant[edit]

One of the many creatures in the land.

Gem Merchant[edit]

A local merchant that sells goods to anyone as long as they have the money. He is very mysterious and sells many oddities.

Gem-Knight Gemini Base Stats[edit]

normal construct, lawful good


Armor Class 24 (plate)
Hit Points 112 (15d8+45)
Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+0) 10 (+0) 18 (+0) 10 (+0) 12 (+0) 10 (+0)

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.



List of Geminis[edit]

Gem-Knight Crystal[edit]

A Gem-Knight officer of high rank, who has optimized the use of the crystal powers. Despite his ability to overwhelm most opponents, he's wary of stretching himself too thin, and opts for solidarity with his comrades.In the language of gems, it represents "Perfection, Calm-Headedness, and Mysteriousness".The Birthstone for April.

Gem-Knight Sapphire[edit]

His Sapphire power commands the waters to protect him from attack. His comrades trust in his silent protection. He trained with the Gishkis to attempt to learn magic of manipulating water. He is the son of Lady Lapis Lazuli.In the language of gems, it represents "FILLIN".The Birthstone of September.

Gem-Knight Garnet[edit]

The Gem-Knight Warrior who carries the Garnet Soul. His Flaming Iron Fist crushes all enemies. This Gem-Knight is the second strongest base form Gemini next to Crystal. In the language of gems, it represents "Truth, Reality, Fraternity and Friendship".The Birthstone for January

Gem-Knight Tourmaline[edit]

There are rumors that channels mystic energies and changes them into fighting strength through the power of Magic. Many admire his way of life of peace and harmony.His nickname was Magic Puncher because it has been for told that his punches have magical properties to them. However no one has ever seen him fight besides sparring matches with the Fusions. In the language of gems, it represents "Hope". The Birthstone for October

Gem-Knight Lapis[edit]

The best of friends with Lazuli, this soldier deeply cares about the well-being of her friends.A great chef and doctor as well during even the highest point of battle.

Gem-Knight Obsidian[edit]

He uses a mysterious illusion-generating ability that provides a ton of power at the cost of headcount being decreased by Fusion.In the language of gems, it represents "Profound Mystery".

Gem-Knight Pearl[edit]

The Most powerful Gemini in attack and defense. This Gem-Knight Warrior is Master Diamonds personal general in charge of the Gemini’s and the Common Gem-Knights.In the language of gems, it represents "Health, Wealth, and Longevity".The Birthstone for June.

List of Fusions[edit]

Gem-Knight Lady Brilliant Diamond[edit]

Medium monstrosity, any alignment


Armor Class 50 ((plate))
Hit Points 312 (20d8 + 45)
Speed 60 ft.


STR DEX CON INT WIS CHA
19 (+4) 14 (+0) 19 (+3) 10 (+0) 13 (-1) 13 (-2)

Saving Throws Con +12, Cha +0
Skills Athletics +7
Damage Vulnerabilities thunder
Damage Resistances cold, fire
Damage Immunities poison
Senses passive Perception 11
Languages
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.



Gem-Knight Citrine: Fusion:Lore: In the language of gems, it represents "Friendship and your First Love".The Birthstone for November

Armor Class 60 (plate) Hit Points 312 (20d8 + 45) Speed 60 ft. STR DEX CON INT WIS CHA 20(+4) 14(+0) 19(+3) 10(+0) 13(-1) 13(-2) Saving Throws Con +12, Cha +0 Skills Athletics +12 Damage Vulnerabilities thunder Damage Resistances cold, fire Damage Immunities poison Condition Immunities blinded, deafened, exhaustion, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), tremorsense 5 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: +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.

Gem-Knight Lady Lapis Lazuli: Fusion: Lore:

Armor Class 30 (plate) Hit Points 300 (16d8 + 45) Speed 60 ft. STR DEX CON INT WIS CHA 16(+4) 19(+0) 19(+3) 13(+0) 13(-1) 14(-2) Saving Throws Con +12, Cha +0 Skills Athletics +14 Damage Vulnerabilities thunder Damage Resistances cold, fire Damage Immunities poison Condition Immunities blinded, deafened, exhaustion, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), tremorsense 5 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.

Gem-Knight Prismaura:Fusion: Lore: An Aura Crystal is a manufactured crystal which is coated in metal.


Armor Class 70 (plate) Hit Points 350 (20d8 + 45) Speed 40 ft. STR DEX CON INT WIS CHA 22(+4) 10(+0) 20(+3) 8(+0) 13(-1) 8(-2) Saving Throws Con +20, Cha +0 Skills Athletics +6 Damage Vulnerabilities thunder Damage Resistances cold, fire Damage Immunities poison Condition Immunities blinded, deafened, exhaustion, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), tremorsense 5 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: +22 to hit, reach 12 ft. or range 20/60 ft., one target. Hit: 22 (4d6 + 3) piercing damage if used in one hand to make a melee attack, 22 (4d8 + 3) piercing damage if used in two hands to make a melee attack, or 7 (2d6 + 3) piercing damage if used to make a ranged attack.

Gem-Knight Ruby:Fusion:Lore: In the language of gems, it represents "Zeal, Passion, and Pure Love". The Birthstone for July

Armor Class 50 (plate) Hit Points 312 (20d8 + 45) Speed 60 ft. STR DEX CON INT WIS CHA 18(+4) 14(+0) 19(+3) 10(+0) 13(-1) 13(-2) Saving Throws Con +11, Cha +0 Skills Athletics +8 Damage Vulnerabilities thunder Damage Resistances cold, fire Damage Immunities poison Condition Immunities blinded, deafened, exhaustion, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), tremorsense 5 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. Axe 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.

Gem-Knight Seraphinite:Fusion:Lore: A soldier born from the fusion of a "Gem-Knight" and a "Constellar". She possessed a core that symbolized "spreading friendship", and she used that power to help rebuild the "Constellar" forces.In the language of gems, it represents "The spreading of friendship".

Armor Class 50 (plate) Hit Points 300 (16d8 + 45) Speed 60 ft. STR DEX CON INT WIS CHA 12(+4) 16(+0) 19(+3) 10(+0) 13(-1) 13(-2) Saving Throws Con +12, Cha +0 Skills Athletics +16 Damage Vulnerabilities thunder Damage Resistances cold, fire Damage Immunities poison Condition Immunities blinded, deafened, exhaustion, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), tremorsense 5 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: +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. Gem-Knight Topaz:Fusion: Lore: In the language of gems, it means "FILLIN". The birthstone for November

Armor Class 50 (plate) Hit Points 312 (20d8 + 45) Speed 60 ft. STR DEX CON INT WIS CHA 16(+4) 12(+0) 19(+3) 10(+0) 13(-1) 13(-2) Saving Throws Con +12, Cha +0 Skills Athletics +8 Damage Vulnerabilities thunder Damage Resistances cold, fire Damage Immunities poison Condition Immunities blinded, deafened, exhaustion, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), tremorsense 5 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 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.

Gem-Knight Zirconia:Fusion: His limitless optimization transformed him into a being with no special power, as he sought pure and absolute combat strength.Zirconia is another name for a "Fake Diamond".

Armor Class 150 (plate) Hit Points 413 (20d8 + 45) Speed 20 ft. STR DEX CON INT WIS CHA 10(+4) 8(+0) 22(+3) 10(+0) 13(-1) 8(-2) Saving Throws Con +22, Cha +0 Skills Athletics +6 Damage Vulnerabilities thunder Damage Resistances cold, fire Damage Immunities poison Condition Immunities blinded, deafened, exhaustion, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), tremorsense 5 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. Gauntlet Melee or Ranged Weapon Attack: +12 to hit, reach 12 ft. or range 20/60 ft., one target. Hit: 4 (2d6 + 3) piercing damage if used in one hand to make a melee attack, 4 (2d8 + 3) piercing damage if used in two hands to make a melee attack, or 6 (2d6 + 3) piercing damage if used to make a ranged attack.

Daigusto Emeral: Fusion:Lore: is a warrior who came about when "Gem-Knight Emerald" fused with a "Gusto". Not only can they control the weather and create winds, but they can even change the atmospheric makeup to a limited degree. They have huge, heavy knuckles attached to both of their arms that boast extreme hardness, and are capable of crushing all obstacles in their path.


Armor Class 50 (plate) Hit Points 300 (16d8 + 45) Speed 60 ft. fly 60 ft STR DEX CON INT WIS CHA 12(+4) 19(+0) 19(+3) 10(+0) 13(-1) 13(-2) Saving Throws Con +12, Cha +0 Skills Athletics +19 Damage Vulnerabilities thunder Damage Resistances cold, fire Damage Immunities poison Condition Immunities blinded, deafened, exhaustion, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), tremorsense 5 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 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 Amethyst: Fusion: Lore: In the language of gems, it represents "Sincerity, Peace of Mind, and Nobility". The Birthstone for February

Armor Class 70 (plate) Hit Points 312 (20d8 + 45) Speed 60 ft. STR DEX CON INT WIS CHA 16(+4) 12(+0) 19(+3) 10(+0) 13(-1) 13(-2) Saving Throws Con +12, Cha +0 Skills Athletics +8 Damage Vulnerabilities thunder Damage Resistances cold, fire Damage Immunities poison Condition Immunities blinded, deafened, exhaustion, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), tremorsense 5 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 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.


Gem-Knight Aquamarine: Fusion: Lore: 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 70 (plate) Hit Points 312 (20d8 + 45) Speed 40 ft. STR DEX CON INT WIS CHA 18(+4) 12(+0) 19(+3) 10(+0) 13(-1) 13(-2) Saving Throws Con +11, Cha +0 Skills Athletics +6 Damage Vulnerabilities thunder Damage Resistances cold, fire Damage Immunities poison Condition Immunities blinded, deafened, exhaustion, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), tremorsense 5 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. Axe 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 5 (4d6 + 3) piercing damage if used to make a ranged attack. Gem-Knight Master Diamond:Fusion: Lore: Zirconia concentrated the power of the higher-level "Gem-Knights" into "Master Diamond": the strongest warrior. He carried a great sword containing the powers of seven cores which housed the crystallized power of repeated and optimized fusions. His weapon a longsword that held the "Gem-Knight" power of Fusion, and which had been constantly optimized through their countless battles. "Lazuli" inherited this sword and used it as the core of her ultimate fusion with 12 of the "Constellars".In the language of gems, it represents "Eternal Bonds, Purity, Chastity, and Fortitude".The Birthstone for April.


Armor Class 40 (plot armor) Hit Points 674 (20d20 + 250) Speed 120 ft. STR DEX CON INT WIS CHA 30(+5) 25(+7) 28(+5) 25( +7) 25(+7) 30(+10) Saving Throws Strength +14, Dexterity +16, Constitution +14, Intelligence +16, Wisdom +16, Charisma +19

Skills Acrobatics +9,  Arcana +10, Athletics +7, Deception +9, History +8, Insight +9, Intimidation +10, Investigation +7, Medicine +10, Perception +10, Performance +10, Persuasion +10, Survival +7

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, cold, fire, lightning, poison, thunder Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, poisoned, stunned Senses truesight 60 ft., passive Perception 20 Languages all Challenge 30 (155, 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. Legendary Resistance (5/Day). If fails a saving throw, can choose to succeed instead. 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 Laser Cannon (Recharge 6). He fires a concentrated beam of light in a 90-foot line, each creature in the area must make a DC 20 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one. Multiattack. can make four greatsword attacks.

Greatsword. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 38 (8d6 + 10) slashing damage. Frightful Presence. Each creature of his choice that is within 120 feet of him and aware of it must succeed on a DC 15 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 his Frightful Presence for the next 24 hours.

LEGENDARY ACTIONS can take 4 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. regains spent legendary actions at the start of its turn. Crowdbreaker (Costs 3 Actions). makes one greatsword attack and applies the results to all creatures within reach. Move. moves up to half its speed. Smite (Costs 2 Actions). A creature within 600 feet of the must make a DC 26 Dexterity save, taking 53 (15d6) points of radiant damage on a failed save, or half as much on a successful one. This damage bypasses damage resistance and immunity.

Gem-Knight Phantom Quartz:Deceased:Lore: Was a Gem-Knight officer of high rank and the son of Crystal. He however was known to be a bastard because his mother was never found. Rumor has it that he and his dead mother haunt a crypt near the village.

Gem-Knight Sardonyx:Deceased: The Priest of the Gem Knights who helped perform weddings. Who later learned how to grant wishes. He always wanted to become a Genie but he did not want to train with La Jinn the Mystical Genie in the Mist Valley.Wielder of a chain like mace that could extend for long distances. Rumor has it that his weapon lies in the Genie temple in the Mist Valley but no one knows how it got their for certain. In the language of gems, it represents "Charity and the Happiness for Married Couples".The Birthstone for August.

Lavals[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]

normal construct, lawful good


Armor Class 0 (natural armor, shild)
Hit Points 0
Speed 0 ft.


STR DEX CON INT WIS CHA
0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0)

Skills Athletics +0
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.



Gemini base stats[edit]

normal construct, lawful good


Armor Class 0 (natural armor, shild)
Hit Points 0
Speed 0 ft.


STR DEX CON INT WIS CHA
0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0)

Skills Athletics +0
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.



Laval Volcano Handmaiden : Gemini [F]: Lore: Known as the lady of the fire. She likes to burn houses down but with only the alleys in it.





Laval Lakeside Lady:Gemini [F] :Lore: An arsonist known for eating her own people just to rebirth them by burning down a forest to return them back to the living world as vengeful spirits.



Laval Forest Sprite: Gemini [F] : Lore: The Only Gemini that doesn’t believe in cannibalism even though it is said to give Lavals great power boosts. She likes trying to stop war over causing it making her an outsider to the Lavals except for her Leader.

Laval Lancelord: Gemini [M]:Lore: This guy eats anyone and anything blind in rage he is only released when the Common have fallen and are unavailable.




Laval Magma Cannoneer:Gemini [M]:Lore: A great master of explosives and he attacks enemies with overwhelming firepower.




Laval Phlogis: Gemini [M]: Lore: 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:Gemini [M]:Lore: He uses his cannons to make him fly but not very fast. His cannons are very deadly at close range.





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



Armor Class 25 (natural armor)

Hit Points 230 (13d10 + 20)


Speed 40 ft. fly 60 ft

STR DEX CON INT WIS CHA 14(+2) 9(+0) 15(+2) 6(-2) 6(+0) 5(-4)

Saving Throws Con +8, Cha +0 Skills Athletics +7 Damage Vulnerabilities acid

Damage Resistances cold

Damage Immunities poison

Condition Immunities blinded, deafened, poisoned, fire

Senses darkvision 30 ft blindsight 30 ft. (blind beyond this radius), tremorsense 5 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. The Laval makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 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 16 Constitution saving throw at the start of each turns or take 16 (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 Stennon:Fusion:Lore: 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 70 (plate)


Hit Points 250 (14d10 + 20)


Speed 30 ft.

STR DEX CON INT WIS CHA 16(+2) 9(+0) 17(+2) 4(-2) 4(+0) 5(-4)

Saving Throws Con +9, Cha +0 Skills Athletics +3 Damage Vulnerabilities acid

Damage Resistances cold, fire

Damage Immunities poison

Condition Immunities blinded, deafened, poisoned

Senses darkvision 30 ft blindsight 30 ft. (blind beyond this radius), tremorsense 5 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. The Laval makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 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 16 Constitution saving throw at the start of each turns or take 18 (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 3d6. If at the end of the Laval's turn the bead has not yet detonated, the damage increases by 2d6. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.













Laval Dual Slasher:Fusion:Lore: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 50 (plate)


Hit Points 310 (13d10 + 20)


Speed 45 ft.

STR DEX CON INT WIS CHA 16(+2) 11(+0) 15(+2) 4(-2) 4(+0) 5(-4)

Saving Throws Con +9, Cha +0 Skills Athletics +7 Damage Vulnerabilities acid

Damage Resistances cold, fire

Damage Immunities poison

Condition Immunities blinded, deafened, poisoned

Senses darkvision 30 ft blindsight 30 ft. (blind beyond this radius), tremorsense 5 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. The Laval makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 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 16 Constitution saving throw at the start of each turns or take 18 (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 the Greater:Fusion:Lore: A legendary warrior who once was second in command.



Armor Class 50 (plate)


Hit Points 310 (13d10 + 20)


Speed 45 ft.

STR DEX CON INT WIS CHA 16(+2) 11(+0) 15(+2) 4(-2) 4(+0) 5(-4)

Saving Throws Con +9, Cha +0 Skills Athletics +7 Damage Vulnerabilities acid

Damage Resistances cold, fire

Damage Immunities poison

Condition Immunities blinded, deafened, poisoned

Senses darkvision 30 ft blindsight 30 ft. (blind beyond this radius), tremorsense 5 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. The Laval makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 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 16 Constitution saving throw at the start of each turns or take 18 (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 1d6. If at the end of the Laval's turn the bead has not yet detonated, the damage increases by 2d6. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.












Lavalval Chain: Fusion: The form of "Gishki Chain", after it gained forbidden power by sacrificing the "Laval". The fighting strength of the "Gishki" increased beyond its previous limits as they sacrificed and absorbed basically every "Laval"



Armor Class 25 (natural armor)

Hit Points 230 (13d10 + 20)


Speed 60 ft. fly 60 ft

STR DEX CON INT WIS CHA 12(+2) 12(+0) 15(+2) 6(-2) 6(+0) 5(-4)

Saving Throws Con +8, Cha +0 Skills Athletics +9 Damage Vulnerabilities acid

Damage Resistances cold

Damage Immunities poison

Condition Immunities blinded, deafened, poisoned, fire

Senses darkvision 30 ft blindsight 30 ft. (blind beyond this radius), tremorsense 5 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. The Laval makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 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 16 Constitution saving throw at the start of each turns or take 14 (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.











Lavalval Dragon: Fusion: Lore: A Powerful dragon that joined the Laval’s after their leader healed him after the dragon fell in the volcano.


Armor Class 25 (natural armor)

Hit Points 230 (13d10 + 20)


Speed 50 ft. fly 50 ft

STR DEX CON INT WIS CHA 11(+2) 11(+0) 15(+2) 6(-2) 6(+0) 5(-4)

Saving Throws Con +8, Cha +0 Skills Athletics +9 Damage Vulnerabilities acid

Damage Resistances cold

Damage Immunities poison

Condition Immunities blinded, deafened, poisoned, fire

Senses darkvision 30 ft blindsight 30 ft. (blind beyond this radius), tremorsense 5 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. The Laval makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 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 16 Constitution saving throw at the start of each turns or take 13 (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.












Lavalval Ignis:Fusion: Lore: Many call him the fiery spirit of the army for his never give up attitude.



Armor Class 50 (plate)


Hit Points 300 (13d10 + 20)


Speed 50 ft.

STR DEX CON INT WIS CHA 16(+2) 12(+0) 15(+2) 4(-2) 4(+0) 5(-4)

Saving Throws Con +9, Cha +0 Skills Athletics +7 Damage Vulnerabilities acid

Damage Resistances cold, fire

Damage Immunities poison

Condition Immunities blinded, deafened, poisoned

Senses darkvision 30 ft blindsight 30 ft. (blind beyond this radius), tremorsense 5 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. The Laval makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 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 16 Constitution saving throw at the start of each turns or take 18 (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 1d6. If at the end of the Laval's turn the bead has not yet detonated, the damage increases by 2d6. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.












Laval Judgment Lord:Leader:Lore: Crowned with the title of "Lord", he is the first-class warrior who united the combat-oriented "Laval" tribe. By his orders and directions, many of the vigorous, energetic, and reckless members of the "Laval" are able to fight in an organized fashion.


Armor Class 40 (plot armor)


Hit Points 600 (20d20 + 250)

Speed 120 ft.

STR DEX CON INT WIS CHA 30(+5) 25(+7) 28(+5) 20( +7) 20(+7) 20(+0) Saving Throws Strength +14, Dexterity +16, Constitution +14, Intelligence +16, Wisdom +16 Charisma +11

Skills Acrobatics +9,  Arcana +12, Athletics +7, Deception +9, History +8, Insight +9, Intimidation +10, Investigation +7, Medicine +10, Perception +10, Performance +10, Persuasion +7, Survival +7

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, cold, fire, lightning, poison Condition Immunities deafened, exhaustion, frightened, paralyzed, poisoned, stunned Senses truesight 60 ft., passive Perception 10 Languages all Challenge 30 (155, 000 XP) Berserk. Whenever starts its turn with 400 hit points or fewer, roll a d20. On a 6 or higher, 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.

Legendary Resistance (5/Day). If fails a saving throw, can choose to succeed instead. Brute. A melee weapon deals one extra die of its damage when the hits with it (included in the attack). Mutate The Laval will lay still for 1d12 rounds after being defeated. After the 1d12 rounds have ended, it will have mutated into it's second form

ACTIONS

Multiattack. The Laval makes four Eldritch Bolt attacks.

Eldritch Firestorm. Ranged Spell Attack: +15 to hit, range 120 ft., one creature. Hit: 14 (4d8) force damage and 14 (4d10) necrotic 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 20 Constitution saving throw at the start of each turns or take 22 (6d6 + 3) bludgeoning damage. If moves, the smothered target moves with it. can have only one creature smothered at a time.

Molten Core (Recharge 2). Lavals makes ten Eldritch Bolt 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 20 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 3d6. If at the end of the Laval's turn the bead has not yet detonated, the damage increases by 6d6. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

Frightful Presence. Each creature of his choice that is within 120 feet of him and aware of it must succeed on a DC 15 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 his Frightful Presence for the next 24 hours. Laval Searing Fire Irus (Recharge 6). The Laval can cast the Disintegrate spell through its eyes. A creature targeted within 60ft by this effect must make a Dexterity saving throw (DC 21).

LEGENDARY ACTIONS Can take 4 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. regains spent legendary actions at the start of its turn. Move. moves up to half its speed. Molten Core Regeneration (Costs 3 Actions). The Laval can regains 50 hit points at the start of its turn. This feature does not activate if the Laval is incapacitated.

Gishkis[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]

normal construct, lawful good


Armor Class 0 (natural armor, shild)
Hit Points 0
Speed 0 ft.


STR DEX CON INT WIS CHA
0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0)

Skills Athletics +0
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.



Gemini base stats[edit]

normal construct, lawful good


Armor Class 0 (natural armor, shild)
Hit Points 0
Speed 0 ft.


STR DEX CON INT WIS CHA
0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0)

Skills Athletics +0
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.



Gustos[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]

normal construct, lawful good


Armor Class 0 (natural armor, shild)
Hit Points 0
Speed 0 ft.


STR DEX CON INT WIS CHA
0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0)

Skills Athletics +0
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.



Gemini base stats[edit]

normal construct, lawful good


Armor Class 0 (natural armor, shild)
Hit Points 0
Speed 0 ft.


STR DEX CON INT WIS CHA
0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0)

Skills Athletics +0
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.



X-Sabers[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]

normal construct, lawful good


Armor Class 0 (natural armor, shild)
Hit Points 0
Speed 0 ft.


STR DEX CON INT WIS CHA
0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0)

Skills Athletics +0
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.



Gemini base stats[edit]

normal construct, lawful good


Armor Class 0 (natural armor, shild)
Hit Points 0
Speed 0 ft.


STR DEX CON INT WIS CHA
0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0)

Skills Athletics +0
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.



Mist_Valleys[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]

normal construct, lawful good


Armor Class 0 (natural armor, shild)
Hit Points 0
Speed 0 ft.


STR DEX CON INT WIS CHA
0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0)

Skills Athletics +0
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.



Gemini base stats[edit]

normal construct, lawful good


Armor Class 0 (natural armor, shild)
Hit Points 0
Speed 0 ft.


STR DEX CON INT WIS CHA
0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0)

Skills Athletics +0
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.



Ally of Justices[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]

normal construct, lawful good


Armor Class 0 (natural armor, shild)
Hit Points 0
Speed 0 ft.


STR DEX CON INT WIS CHA
0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0)

Skills Athletics +0
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.



Gemini base stats[edit]

normal construct, lawful good


Armor Class 0 (natural armor, shild)
Hit Points 0
Speed 0 ft.


STR DEX CON INT WIS CHA
0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0)

Skills Athletics +0
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.



Ice Barriers[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]

normal construct, lawful good


Armor Class 0 (natural armor, shild)
Hit Points 0
Speed 0 ft.


STR DEX CON INT WIS CHA
0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0)

Skills Athletics +0
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.



Gemini base stats[edit]

normal construct, lawful good


Armor Class 0 (natural armor, shild)
Hit Points 0
Speed 0 ft.


STR DEX CON INT WIS CHA
0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0) 0 (+0)

Skills Athletics +0
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.



The Evil Races/Factions[edit]

Worms[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Evilswarm[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Steelswarms[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Fabled[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Koa'ki Meiru[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Genex[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Vylons[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Lightsworns/Twilightsworn[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

The neutral Races/Factions[edit]

Six Samurai[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Jurrac[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Naturia[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Constellars[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Flamvell[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Skull Servants[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Dark Scorpion[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Blackwing[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

The Army of Captains[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Kuriboh[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Sphinx[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Amazoness[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

Dark Lord[edit]

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:

Common base stats[edit]
Gemini base stats[edit]

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