Daigusto Gulldos (Duel Terminal:Order of the Warlords)

Among the "Gusto" tribe's fighting styles was their method of man and bird fighting together as one. Loves to race in the skies with his peers.The "Gusto" clan has a style of fighting in which their hearts and minds become one with those of the birds that dwell in the Great Marshlands.The "Gusto", who become "friends" with the birds and the beasts, can use a secret handed down through the clan to dramatically increase the physical abilities of their "friends", becoming warriors who are both bird and man. {| Large gritaur, lawful good

Armor Class 18 (Leather Armor) Hit Points 95 (10d10 + 50) Speed 40 ft. fly 40 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.
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