XX-Saber Gottoms aka "Commander Gottoms, Swordmaster" (Duel Terminal:Order of the Warlords)

He's extremely popular with his subordinates. Many who'd been turned off by "Souza" and his ways of doing things had nominated "Gottoms" as commander.The next generation of "X-Sabers", with "Gottoms" continuing to serve as leader of the commons after his father Gottoms the first died. Using feedback from the various improvements to the "Ally of Justice", each of the members put on equipment with mechanical functions. After "Souza" disappeared, his second-in-command, "Gottoms", became the organization's new commander, and turned the "X-Sabers" into an elite squadron of swordsmen. They gained control over all of their territory through the leadership of their ten most elite members, the squadron of swordsmen generally called the "X-Sabers"."Gottoms" chose the ten most qualified swordsmen that served under him, and had them each lead dozens of soldiers. {| Large feral beast, chaotic good

Armor Class 16 (plate armor) Hit Points 125 (10d10 + 50) Speed 40 ft. climb 20 ft.

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

Ambusher. The XX-Saber has advantage on attack rolls against any creature it has surprised.

New Moon Hunters. The XX-Saber has advantage on attack rolls against a creature if both the creature and The XX-Saber are in total darkness. Dim or bright light, including that of the full moon, prevents this advantage.

Mind Labyrinth. The X-Saber has advantage on saving throws against being charmed, and magic can't put The X-Saber to sleep

ACTIONS
Attack.The XX-Saber makes one attacks.

Resist (Recharge 5) The XX-Saber creature ends one condition on itself.

GreatSword. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 16 (2d6 + 3) slashing damage.
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