recursal/Fanatic-Fandom huggingface dataset:
Beggining

When you load into Singleplayer (or a server, check "Play with Friends Page" for recommendations) you spawn on a 3 by 3 platform of dirt with 1 chest, You start with bonemeal, apples, and saplings.

After planting the tree, get only 4 pieces of wood, craft a Crafting Table then use that to get a Crafting Station. Craft this by putting the Crafting Table in your 2 by 2 in your inventory.

Craft a crook to confirm you can get some saplings and repeat for a while. This modpack is hardcore so 1 log only turns into 2 planks. Start a platform of wooden slabs to get some space.

TIP: If you shift and mine a "double slab" it will only mine half the block.

NEXT PAGE IS COBBLE WORK
Durul Sunstone

Durul was born in a community of Gold Dwarves in the Giant's Run Mountains. While growing up, he learned the family trade and became a fine stonemason, but he also nursed an unfulfilled wanderlust. For nigh on two and a half centuries, he buried this impulse and lived a comfortable, though somewhat dissatisfied life. He worked closely with his father and brothers, and participated in many great works. He even married and had children of his own, a son and a daughter. Eventually his dream of traveling the wide world fell to the wayside, and he accepted his place in the staid and stoic dwarven society.

And then his wife Murna died. Never as hale as most dwarves, she battled illness for long years before eventually succumbing. By then their children were grown, and even as he mourned, Durul felt his old wanderlust rear its head once more. Though not exactly young, he was still spry enough to pursue his lifelong dream of becoming an adventurer. Though his decision was met with disapproval and disappointment from his friends and family, he packed a few meager belongings and left the mountains that had always been his home.

Over many years, he made his way further and further north. He found himself most often drawn to the forests of the Sword Coast, often spending months exploring one before returning to civilization. During these travels, he occasionally encountered druids who protected these wild places, often forming friendships as they recognized and, in turn, deepened his connection to the natural world.

Eventually he found himself living in the forests of the Silver Marches, spending less and less time in civilization. He became acquainted with the druidic circle that watched over the forests in the region, and over time managed to earn their trust. With their guidance, he took the first steps on the path to becoming a druid in his own right. Soon after, he found himself wanting to send a letter back to his family in the Giant's Run Mountains, to tell them of all that had transpired since last he wrote. And so he made his way to the nearby city of Everlund...

Durul was raised to worship Moradin, as was typical for dwarves and dwarven craftsmen in particular. Since venturing out into the world he has been exposed to many other gods by other travelers and by druids he has encountered. Of all the nature deities he has learned of, Eldath's philosophy of pacifismmost resonated with Durul's sensibilities, and he has taken up her worship as a part of his continuing path as a druid. While he will resort to violence in order to defend himself or others, he considers it to be a last and worst option.
Ankheg

A giant ankheg bursts from the ground.

An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its prey, and its powerful mandibles can snap a small tree in half.

The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.

Although ankhegs receive a certain portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg's prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.

As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature's attack.

Ankhegs have been known to hunt in pairs.

## Stat Block

***Bite***: *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 9 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

***Acid Spray (Recharge 6)***: The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Erky Nackle

Erky Nackle
Age: 63 (Approximately early 20's in Human lifespan)
Height: 3'5"
Weight: 41 lbs
Affiliation: Tinkerer's Guild member

Erky Nackle was a happy member of the Tinkerer's Guild, specialized in making clockwork animals to sell so that he could fund his other research in manufacturing a system that would allow commoners to safely cook and create using cheap naphtha instead of getting their fuels from the syndicate of nobles. The nobles sent guardsmen to stop Erky, and in defending his work and workshop, he accidentally killed the guardsmen. He was forced to run to Everlund to escape the authorities and met with the noblewoman, who had purchased some clockwork animals from him in the past. He took this job so that he could start saving up to replace the workshop that was lost.
Consecration of Methegrist

Methegrist was once a keep occupied by the Helmites. It was corrupted and overtaken by fiends and bone golems.

During a recent skirmish between the party, the structure was damaged by Durul Sunstone, who brought down one of the towers. Later, a giant creature known as the Grey Hunter rampaged through the structure and took down several of the walls.

Returning later with Sister Yandalla, a priestess of Helm, the party defeated the Dark Knights and Bone Golems once again. Once the keep was cleared, they guarded the priestess while she began a powerful consecration ritual.

During the process, a massive group of lycanthropes attempted to assault the keep but were driven off. Shortly later, two of Empilianfortua's children attacked with the aid of several barbed fiends. One of the two were defeated, but the half-giant sized brother escaped into the surrounded forests.

The consecration ritual continued, but culminated with the collapse of the entire structure. Everybody escaped alive.
Cathar

The Cathar are a species of feline, bipedal humanoids native to Cathar, a planet of savannas and rough uplands. They are known for their loyalty, passion, and temper. Quick and powerful, they are considered great warriors and dedicated, efficient predators. Cathar have high moral values, learned from both family and society. Their females are prized as slaves, whereas the males are generally regarded as too uncontrollable for slavery.

## Physiology

The baseline Cathar has fur-covered bodies with thick manes. They have prominent, retractable claws that can deliver powerful killing attacks on foes and prey. Their bodies also possess rapid healing abilities. On average, Cathar are 1.5 to 1.9 meters tall. These traits make them the perfect hand-to-hand specialists.

The Cathar species also had two additional subspecies, known as the Juhani and the Myr Rho. Both of these are notably less catlike than mainline Cathar. Cathar are born into a litter.

## Society

On their homeworld, Cathar live in cities built into giant trees, and are organized into clans governed by "Elders." Stories of their great heroes are often carved into the trunks of these tree-homes for following generations to see. The Cathar mate for life, to the extent that when one mate dies, the survivor never has a relationship with another. Cathar clan society includes great pageants and celebrations, especially for their heroes. Their religion includes a ritual known as the "Blood Hunt," in which Cathar warriors individually engage in combat against entire nests of Kiltik in order to gain honor and purge themselves of inner darkness.

## Homeworld

Cathar is the homeworld of the Cathar species, filled with many ecological niches and huge insect predators. The natives live in city-trees, while wide areas of the planet are made barren by kiltik beetles. The Giant horned hopper are often killed by the Cathar species in blood hunts.

## Language

The native language of the Cathar was Catharese, which included the emphasis of some spoken words with a growl.

## Special Abilities

Cathar begin the game with one rank in Athletics or Stealth. They still may not train Athletics or Stealth above rank 2 during character creation.

* **May use claws when brawling**: When a Cathar makes a Brawl check to deal damage to an opponent, their attack deals +1 point of damage and has a Crit Rating of 3.
Crawling Claw

A typical crawling claw.

Crawling claws are the severed hands of corpses animated by magic to serve a magic being's whim. Wizards and warlocks who practice necromancy often use crawling claws as extra hands in their labors.

Through necromantic rituals, life force either from another plane or taken from something on the Material Plane (such as plants or an animal) is bound to a severed hand, haunting and animating it.

A crawling claw can't be turned, nor can it be controlled by spells that control undead. These creatures are entirely bound to the will of their creator, which can concentrate on a claw in sight to mentally command its every action. If the crawling claw's creator doesn't command it, the claw follows its last command to the best of its ability.

Commands given to a crawling claw must be simple. A claw can't be tasked with finding and killing a particular person, because its limited senses and intelligence prevent it from tracking and picking out specific individuals. However, a command to kill all creatures in a particular locale works. A crawling claw can easily feel out the contours of keys and doorknobs, crawling from room to room on a blind killing spree.

A crawling claw doesn't require air, food, drink, or sleep.

## Stat Block

**Damage Immunities**: poison

**Condition Immunities**: charmed, exhaustion, poisoned

***Turn Immunity***: The claw is immune to effects that turn undead.

#### *Actions*

***Claw***: *Melee Weapon Attack*: +3 to hit, reach 5 ft., one target. *Hit*: 3 (1d4 +1) bludgeoning or slashing damage (claw's choice).
Atroximus Thazuk

Descendant from a line of Blue Dragonborn, Thazuk is the last of a half-dozen last-known members of the Atroximoth clan of Dragonborn. His coppery skin is accented by slight tints of blue, especially along the frills and crown of his head and near his clawlike fingers. His strength and size are formidable, and most commoners would find his mere sight to be intimidating.

As a child, Thazuk was known by the name Neckcrusher among his clutchmates. He has not shared this name with any clan outsiders, as it brings back painful memories of those who were lost. Until his trust is earned, he plans to hold this name as secret reminder of his clan.

His youth was spent training to join the honorable battleguard for clan Atroximoth. Strong even amongst other Dragonborn, Thazuk had no doubt he would succeed during his rite of passage during his 15th year. But after success came sorrow, for upon returning to his clan's small village, he found that an army had razed everything to the ground. Enraged and ignoring the please of those remaining in his clan, Thazuk went in search of clues.

After searching the wreckage for supplies , Atroximoth Thazuk (Dragonborn place their clan name first), also known as Neckcrusher, set out westward to seek vengeance for those that were lost.

*Vengeance for the elders, like his father, mother, and grandfather.*

*Vengeance for the younglings, like his younger sister.*

*Vengeance for his entire clan that perished.*

He has sworn an Oath of Vengeance to the God of Justice, Tyr. Vengeance for himself and for those few that remain of clan Atroximoth.

Tyr has granted him many powers to doll out Justice and Vengeance. His sworn enemy are the Hobgoblin hordes and whoever leads them.

His sense of loss gives him tremendous empathy for those suffering around him. Although no bond is more important that the other members of his clan, he feels that the gifts bestowed upon him by Tyr are meant to be shared with all and not used only for his own benefit.

It becomes clear after knowing Thazuk for even a short while that his singular purpose is to do make good on his Oath by seeking justice and vengeance upon his sworn enemies. It's obvious that he feels responsible for stopping them from doing more harm to others.

Recently, Thazuk has learned that is master, an elder of the clan, survived. According to this elder, the Moreume have enslaved the surviving clan members.
Ayaka Sasaki

**Ayaka Sasaki** (佐 々 木 彩 夏) hoặc được gọi là Aarin, là một thành viên của Momoiro Clover Z. Cô gia nhập nhóm vào năm 2008. Màu chính thức của cô là
hồng.

## Thông tin cá nhân

* **Tên:** Ayaka Sasaki (佐々木彩夏, *Sasaki Ayaka*)
* **Màu:** Hồng
* **Nickname:** Aarin
* **Sinh nhật:** 11/6/1996
* **Nhóm máu:** AB
* **Nơi sinh:** Kanagawa
* **Chiều cao:** 160 cm
* **Sở thích:** Đọc sách, xem phim, thu thập những thứ dễ thương
* **Biểu tượng:** Thần tượng của Momoclo
* **Nhóm:** Momoiro Clover Z (2008 - nay)

## Sự nghiệp

### 2008

Ngày 23/11, Ayaka tham gia nhóm cùng với Yukina Kashiwa và Akari Hayami.
Dashade

The Dashade are tall, reptilian humanoids notable for their resistance to the powers of the Force.

## Physiology

Dashade are tall reptilians with dark skin, lamprey-like mouths, and powerful claws. In addition to their partial Force-resistance, they are resistant to radiation. They also have an ability to dissipate heat which made them hard to detect using standard life-form sensors.

## Society

Thanks to their Force-immunity, Dashade warriors easily found employment as combat instructors for the Jedi and assassins for the Sith. They also use their natural abilities to their advantage as elite assassins, mercenaries, and among similar professions.

## Homeworld

Urkupp was a planet located within the Urkupp system of the Outer Rim Territories. The homeworld of the Dashade race, Urkupp was destroyed in 3,996 BBY by the creation of the Cron Drift during the Great Sith War. However the Dashade survived by having offworld colonies.

## Language

Dashadi was the official language of Urkupp. It was used by the planet's native species, the Dashades. As Dashadi has never been a widely-used language beyond Urkupp, its speakers have increasingly seen the advantages of using Basic to communicate with other species.

## Special Abilities

Dashade begin the game with one rank in Coercion or Vigilance. They also begin with one rank in Outdoorsman. They still may not train Coercion, Vigilance or Outdoorsman above rank 2 during character creation.

* **Force Resistance**: Upgrade the difficulty of Discipline checks to affect a Dashade with a Force power or talent by one.
GAR DA 009

***Even More Jack'n'Sally*** (**GAR DA 009**) is a comic published in 2010 on DeviantArt by Brianna Garcia.

## Description

Numerous sketches of Jack Skellington and Sally.

## Author's Comment

“Next to Alice and Reginald, Jack and Sally are one of my favorite couples. So I had to draw some mushy stuff. On the DVD, Tim Burton said he was inspired by cartoons like The Grinch, which he enjoyed while growing up. But his idea was to make someone the opposite of the title character, so Jack Skellington loves Christmas while the Grinch hates it. I always loved the idea of Grinch and Jack crossing paths. The kiss was a challenge, considering Jack technically doesn't have lips. I know it's traditional for the eyes to be closed, but I couldn't bring myself to give Jack eyelids. I know he has them in the movie, but I just couldn't draw them!”
Deities (Side Campaign)

## Death Domain - Mysterion

#### Origins

Mysterion was born as Kenny McCormick, a seemingly normal boy. But his parents birthed him while part of a demon-worshiping cult, and thus he was born with an odd superpower - though he could die, and experience the pain of each death, he would always return to life later, safe in his bed, as though it had never happened. He eventually sought to do good using this strange power, donning a vigilante superhero alter-ego named Mysterion. After saving the world by defeating a fallen hero controlling an eldritch old god, Mysterion become so loved by the people that, after his next death, he ascended to godhood, instead of awaking in his bed.

## Liara T'Soni

The lore and artifact-obsessed goddess of Knowledge.

## Basic Info

#### Symbol

Seven emeralds of multple colors surrounding a flame.

#### Origins

Susan Crushbone was originally an orc princess, destined to save the world from a great evil. She did, and spent the rest of her life as a benevolent hedonist until eventually dying of partying too hard. She was so popular with the people that she ascended to godhood.

#### Teachings

Though it is traditional for Susan Crushbone’s followers to expose a lot of their skin, they don’t just wander around naked. That would be forcing others who haven’t consented to take part in their exhibitionism. Their goddess offers a message of sex positivity and that includes respecting boundaries.

#### Places of Worship

Susan Crushbone’s temples are places of respite and worship but also party central. Any travelers are welcome to crash there so long as they either: donate money to keep the temple’s heating and cooking fires going (gas), contribute to the collection of recreational substances (grass), or take part in ceremonial orgies (ass). The only rule is “no bummers.”

Outside of temples she can be worshiped at home by dancing for her, the style of dance is unimportant, Susan appreciates all forms.

#### Blessings

Susan Crushbone’s favored clerics and paladins find themselves blessed with things like gorgeous flowing hair, fire and ice powers, the ability to tame wild animals, the ability to grow plants easily, or the ability to dissolve fabrics with their voice.

The truly blessed are taken by Susan as lovers. She does this quite often but it gives no benefits aside from amazing, mind-blowing sex.

## Yoda

The wise god of the light (side of the Force)

## Poison Ivy

The plant-obsessed, vengeful goddess of nature.

## The Final Pam

The multi-husband-and-son-having goddess of Trickery

## Zapp Brannigan

The cowardly, blustering, sex-crazed god of War.
Basilisk

A basilisk walks along the ground.

Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics as warnings, knowing that the basilisk that created them is likely to be nearby.

Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered underground.

A basilisk born and raised in captivity can be domesticated and trained. Such a trained basilisk knows how to avoid meeting the eyes of those its master wishes to protect from its gaze, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized.

Basilisks are ponderous for hunting creatures, but they needn't chase prey. Meeting a basilisk's supernatural gaze can be enough to affect a rapid transformation, transforming a victim into porous stone. Basilisks, with their strong jaws, are able to consume the stone. The stone returns to organic form in the basilisk's gullet.

Some alchemists are said to know how to process the basilisk's gullet and the fluids contained within. Properly handled, the gullet produces an oil that can return petrified creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the petrified creature, such as its head, is detached.

## Stat Block

***Petrifying Gaze***: If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze

#### *Actions*

***Bite***: *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
DJ's D&D World Wiki

## Welcome to the DJ's D&D World Wiki

A repository for all the changes and additions I'm making to standard D&D 5e stuff. Also stuff specific to my campaign.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Dinosaurs

Some allosauruses, pteranodons, and a stegosaurus

Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.

Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds.

## Ankylosaurus

Thick armor plating covers the body of the plant-eating ankylosaurus, which defends itself against predators with a knobbed tail that delivers a devastating strike. Some varieties of ankylosaurus have spiked tails that deal piercing damage instead of bludgeoning damage.

### Stat Block

**Challenge Level**: 3 (700 XP)

**Type**: Huge beast

**Armor Class**: 15 (natural armor)

**Hit Points**: 68 (8d12 + 16)

**Speed**: 30 ft.

#### *Actions*

***Tail***: *Melee Weapon Attack*: +7 to hit, reach 10 ft., one target. *Hit*: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Kobolds

A kobold Dragonshield with spear and shield.

Koboids are reptilian humanoids that worship dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.

**Strength in Numbers**. Kobolds are egg-laying creatures. They mature quickly and can live to be "great wyrms" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side.

**Tunnelers and BuìIders**. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders.

**The Lost God**.In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergoid played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze,

**Wìnged Kobolds**. A few kobolds are born with leathery wings and can fly. Known as urds, they like to lurk on high ledges and drop rocks on passersby. Although the urds' wings are seen as gifts from Tiamat, the Dragon Queen, wingless kobolds are often envious of those gifts.
Bulette

A bulette bursts from the ground.

A bulette is a massive predator that terrorizes any lands it inhabits. Also called a "land shark," it lives only to feed. Irascible and rapacious, bulettes fear no other creature, and they attack with no regard for superior numbers or strength.

Bulettes use their powerful claws to tunnel through the earth when they hunt. Heedless of obstruction, they uproot trees, cause landslides in loose slopes, and leave sinkholes behind them. When vibrations in the soil and rock alert a bulette to movement, it shoots to the surface, its jaws spread wide as it attacks.

A bulette ranges across temperate lands, feeding on any animals and humanoids it comes across. These creatures dislike dwarf and elf flesh, although they often kill them before realizing what they are. A bulette loves halfling and gnome meat the most, and it is never happier than when chasing plump halflings or gnomes across an open field.

A bulette has no lair, but roams a hunting territory up to thirty miles wide. Its sole criterion for territory is availability of food, and when it has eaten everything in an area, a bulette moves on. These creatures often home in on humanoid settlements, terrorizing them until their panicked residents have fled, or until the bulette is slain.

All creatures shun bulettes, which treat anything that moves as food - even other predators and bulettes. Bulettes come together only to mate, resulting in a bloody act of claws and teeth that usually ends with the male's death and consumption.

Some sages believe the bulette is the result of a mad wizard's experiments at crossbreeding snapping turtles and armadillos, with infusions of demon ichor. Bulettes have been thought to be extinct at different times, but after years without a sighting, the creatures inevitably reappear. Because their young are almost never seen, some sages suspect that bulettes maintain secret nesting grounds from which adults strike out into the world.

## Stat Block

**Challenge**: 5 (1,800 XP)

**Armor Class**: 17 (natural armor)

**Hit Points**: 94 (9d10 + 45)

**Speed**: 40 ft., burrow 40 ft.

**Skills**: Perception +6

**Senses**: darkvision 60 ft., tremorsense 60 ft.

***Standing Leap***: The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

### *Actions*

***Bite***: *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. *Hít*: 30 (4d12 + 4) piercing damage.

***Deadly Leap***: If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.
Besalisks

Besalisks are a race of multi-armed sentient humanoids from the cold ocean world of Ojom.

## Physiology

Male Besalisks' heads sport prominent crests and four arms hang at their sides; females of the species can have as many as eight arms, but like Humans have a primary hand and a limited range of functionality with the others. The addition of the extra appendages require a hearty metabolism, and these bulky beings are able to store food and water for many days, and if the need arises, they could survive for long periods without either. Scruffy sensory whiskers line the area below their noses, just above the robust wattle most adult Besalisks possessed.

## Society

Because of Ojom's harsh environment, large cities were never developed on the world; instead small communes of about a thousand families claime territories around the world and are each led by an elected leader. The communes have a strict policy of keeping the size of their groupings equal to avoid conflict. When too many families grow in one area, the leader will ask certain families to break away and start a new community on another glacier.

While not involved in galactic politics and because they do not produce any of their own technology, the Besalisks established large orbital space stations where offworlders could come to do business. Trading and making deals, any violence on these stations was committed by offworlders as Besalisks avoid confrontation.

## Homeworld

Ojom is a frozen ocean planet located within the Deep Core and the homeworld of the Besalisk. Largely inhospitable, several space stations hang in orbit so as to accommodate other species less acclimated to the cold.

## Language

Besalisk, or Ojom, is the language used by the Besalisk species on their native world Ojom. Spoken Besalisk includes barks, growls and grunts as their main features. There is a written form of Besalisk, that used a simple phonological transcription of their phonemes. Words on written form tend to be short. Besalisks learn to speak but not write Basic from a young age.

## Special Abilities

Besalisks begin the game with one rank in Resilience. They still may not train Resilience above rank 2 during character creation.

* **Additional Limbs**: Besalisks have four arms and gain an additional free maneuver per turn. They still may not perform more than two maneuvers per turn, however.
Wikia talk:Portal de la comunidad

¡Esta es la **página de discusión general** del wiki! Los fundadores del wiki deberían dejar aquí un mensaje de bienvenida y alentar a los nuevos editores y visitantes a participar en el wiki. Utilizad esta página para dejar avisos sobre novedades o las últimas noticias referentes al wiki, también podéis usar el **foro** para comunicaros con los usuarios.
Zero/Zero Two

Zero Two y su ejercito de Dark Matters.

**Zero** es un jefe final de la saga Kirby y el antagonista principal de Kirby's Dream Land 2 y Kirby's Dream Land 3.

## Historia

La historia de Zero es mayormente desconocida, pues su objetivo y su origen son completamente desconocidos.
Zero debuta en Kirby's Dream Land 3, como antagonista principal y secreto del juego. Si el jugador obtiene todas las Estrellas Corazón y derrota a Dark Matter, Zero hará acto de presencia en la última batalla del juego, atacando con sustancias rojas (que se presume es sangre), pequeñas versiones de Dark Matter y embestidas. Tras su derrota, su cuerpo explotará en lo que parecer sangre y su ojo empezará a flotar a través del escenario tratando de dañar a Kirby. Finalmente, Kirby derrota a Zero, y haciendo uso del Love Love Stick logra crear nuevos anillos para Pop Star.
En Kirby 64: The Crystal Shards, Zero Two retoma un rol similar al anterior. Mientras que en principio se presenta a Dark Matter como antagonista y a Miracle Matter como el jefe final, si el jugador obtuvo todos las piezas del Cristal del Poder, surgirá la Dark Star, siendo donde Kirby y Ribbon se enfrentarán a Zero, ahora renacido y bajo el nombre de 02. Finalmente, 02 es derrotado, librando a la galaxia de la oscuridad, y aparentemente derrotándolo. A pesar de las supocisiones, la ausencia de Zero en juegos posteriores parece indicar que finalmente fue derrotado.

## Curiosidades

* Usualmente se tiende a creer que Zero ha sobrevivido y que gracias a su influencia los demás antagonistas de los juegos tienden a revivir. Si bien esta es una teoría sin mucho fundamento, la enciclopedia del vigésimo aniversario de Kirby parece indicar que Dark Nebula es una forma debilitada de Zero, lo cual es también probado por su nombre en japonés, el cual es Dark 0.
Arkanian Offshoots

The Arkanian Offshoots are a sub-species of the Arkanian race, genetically engineered by the famed Arkanian scientists and genetic researchers of the Old Republic era.

Known to be unscrupulous when it came to the bounds of scientific exploration, the geneticists of Arkania began to experiment on their own species, mixing the blood of other races with their own to create offshoots of the Arkanian species.

## Physiology

Most Arkanian Offshoots are of a particular sub-species bred as workers for the famed Arkanian gem mines. These people have five-fingered hands and eyes resembling the Human race after which their blood was mixed. They also have the pointed ears of the Sephi of Thustra, a species of humanoids with whom they also share genetic material.

With stark white skin, the offshoots are easily distinguished from the pure-bloods and are often times shunned, even if covertly.

**Society:** The Arkanians themselves are not above genetic experimentation with this avenue of research leading to the creation of the Arkanian Offshoots that are engineered to perform specific tasks. Occasionally, a number of racist pure blood Arkanians were known to conduct purges of the Offshoot population. Reactions to the Offshoots varied as some Arkanians viewed them as little more than tools or even as slaves but many believed that they are an example of the cruel consequences of Arkanian corporate greed.

## Homeworld

Arkania is the adopted homeworld of the Arkanian species. It is covered with tundra and rich in diamonds and other precious minerals, which the Arkanians mine to further their offworld connections and master their technology. Arkanian cities are designed to keep the cold out, and are mostly completely enclosed. Off-world visitors rarely have to deal with the frigid conditions of the planet.

## Language

The language of the Arkanian people was developed on their homeworld, Arkania before they made contact with the civilized galaxy and the Galactic Republic. When contact with the greater galaxy was established, young Arkanians were taught Arkanian and Basic, so the majority of the population is bilingual. Among the Arkanian Offshoots, a slightly different dialect gradually emerged, emphasizing words of submission and forgetting those of victory or the desire to challenge.

## Special Abilities

* **Additional Career Skills**: May train in two additional career skills
* **Genetically Engineered**: Arkanian Offshoots may choose to suffer one Strain to receive a □ to a single Brawn or Agility-based check made on their turn.
Wight

A wight in armor with a sword and an arrow.

Sometimes, when death stills a sentient creature's heart and snuffs its living breath, its spirit cries out to the gods of the Elemental Chaos plane, begging for a reprieve: undeath in return for, at the very least, unswavering loyalty to the deity that saves it, and sometimes further promises are made to secure the pact. If a deity wills it, the spirit is then granted undeath so that it can pursue its own agenda.

Wights possess the memories and drives of their formerly living selves. They will heed the call of whatever deity transformed them into undead, swearing oaths to appease their new patron, while retaining their autonomy. Never tiring, a wight can pursue its goals relentlessly and without distraction.

Neither dead nor alive, a wight exists in a transitional state between one world and the next. The bright spark it possessed in life is gone. If it so chooses, the wight can consume living beings' sparks. When a wight attacks, this life essence glows like white hot embers to its dark eyes, and the wight's cold touch can drain the spark through flesh, clothing, and armor.

Wights flee from the world by day, away from the light of the sun, which they hate. They retreat to barrow mounds, crypts, and tombs where they dwell. Their lairs are silent, desolate places, surrounded by dead plants, noticeably blackened, and avoided by bird and beast.

Humanoids slain by a wight can rise as zombies under its control. The wight also has the ability to raise up to two zombies from the ground if near corpses (such as in a graveyard), though such zombies, whether from slain humanoids or from corpses, are always non-consensual zombies.

A wight doesn't require air, food,drink, or sleep.

## Stat Block

***Sunlight Sensitivity***: While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

#### *Actions*

***Multiattack***: The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

***Life Drain***: *Melee Weapon Attack*: +4 to hit, reach 5 ft., one creature. *Hit*: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

***Longsword***: *Melee Weapon Attack*: +4 to hit, reach 5 ft., one Larger. *Hit*: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

***Longbow***: *Ranged Weapon Attack*: +4 to hit, range 150/600 ft., one target. *Hit*: 6 (1d8 + 2) piercing damage.
Superando los limites, El surgimiento de Max HSP

**Batalla con Lord Metallix, Planeta Techno**
**HSP:**No podras derrotarme...

Lord Metallix: Ya veras (Eleva al maximo su poder)

HSP (cerrando los ojos): ... suspiro...

Lord Metallix: Big Bang BLAST!

HSP (abre los ojos, ahora con tono purpura): [Mueve un dedo y parte el ataque en 2, e se telenstranporta]

Lord Metallix: Pero que cojo-

HSP (mira con ojos blancos y purpuras): ...

Lord Metallix se sorprende... e intenta darle con un ataque a distancia

HSP lo esquiva y lanza un monton de golpes concentrados

Lord Metallix: Arrghh, Laser Mortal!

HSP lo vuelve a esquivar

Lord Metallix: No, no lo esquivaras yo soy el más poderoso de TODO EL MULTIVERSO!!!!

HSP lo esquiva y le golpea varias veces hasta hacerlo sangrar y lo patea

Lord Metallix se estrella en un planeta cercano al sol

HSP se transforma en Semi-Max HSP

Lord Metallix: Has dominado... el Poder Universal!

HSP: La verdadera batalla entre tu y yo Metallix, comenzara!

Lord Metallix pierde el brazo, por un movimiento rapido de HSP

HSP: Rayos de pureza,

Lord Metallix, esquiva 2 pero recibe mucho daño

HSP: Universal Kamehame

Lord Metallix: Ultra Blast!!!

HSP (Concentra todo su poder): HAAA!

Lord Metallix: No, no SE SUPONE QUE DEBIA... GANARRRR!!!!GHHH

HSP (mueve su dedo): No eres rival para mi poder, Metal...

Hyla: Tu y tus power-ups

Star Knight: Hyla, es un titan ancestral que rompe sus limites, ahora ven tenemos que acabar con Reborn Jacktrap...

**Continuara?**
The Planes (For Players)

## The Planes

This page is what most mortals would know about the planes of the universe.

## The World Axis

The basic model by which The Planes' relation to one another can be described. They are a sort of vertical column, with the Astral Plane at the top, followed by the Material Plane, the Elemental Chaos Plane, and the Abyss at the very bottom.

## The Astral Plane

This is where the good gods and their angels dwell. The best of the best, paragons of virtue, live and rule here. These beings detest evil and will destroy any evil beings on sight. The souls of mortals that have lived a mostly virtuous life go here after journeying through the Feywild.

## The Material Plane

The main realm of the material plane is where mortals live. The separate realms of the Feywild and Shadowfell touch the main Material plane in places.

#### The Feywild

A land of happiness, where good mortals' souls end up in their journey to the afterlife. Elves and gnomes originated here, as did other species and monsters. Almost all species that reside here are good of heart, and every single one of them are fun-loving, mischievous, and happy. Most creatures that have their origins here or reside here are attractive and/or cute.

#### The Shadowfell

A land of sadness and despair, where evil mortals' souls end up in their journey to the afterlife. Orcs and goblins originated here, as did other species and monsters. Every species that lives here is pure evil. All creatures that have their origins here or reside here are disgusting and difficult to look at.

## The Elemental Chaos Plane

An evil, chaotic realm where malicious gods dwell, surrounded by their evil minions, like demons. Wild, untamable Elementals roam freely as well, wrecking havoc wherever they go. There are multiple realms within this plane, such as one for each of the four elements, but all of them are chaotic and filled with death and destruction. Evil mortal souls are sent here, where they must exist in suffering for the rest of eternity, until the Good Gods of the Astral Plane plummets the entire realm into the Abyss at the end of days.

## The Abyss

A terrifying bottomless pit of suffocating darkness. All that ends up here dies.
Marx

"Hey, hey quieres detener la lucha entre el sol y la luna?, debes invocar al cometa Nova, para eso debes activar todas las fuentes de los deseos de esta galaxia, se que sera difícil pero contamos contigo Kirby!"

## Historia:

Marx causo que el Sol y la Luna se pelearan para iniciar su malvado plan, después de que Kirby invocase al cometa Nova, el lo pateo y le pidió a Nova conquistar Pop Star, pero Kirby derrota a Nova y luego hace que Marx se estrella contra Nova y mueren aparentemente.

En el verdadero coliseo se revela, que posiblemente Dark Matter lo ha obligado a absorber a Nova y así convertirse en Marx Soul pero Kirby lo derrota y este se parte 2 y muere.

## Curiosidades:

1) Marx y Magolor tienen semejanza en su actitud engañar a kirby y traicionarlo.

2) Es el segundo jefe Soul después de Drawcia

3) Es el primer jefe soul en reutilizar ataques de Drawcia Soul.
King D-Mind

King D-Mind en Team Kirby Clash Deluxe.

**King D-Mind** es el antagonista de Team Kirby Clash Deluxe y la versión altenartiva del Rey Dedede proveniente del Black Mirror en dicho juego.

## Historia

Durante la historia de Team Kirby Clash Deluxe, Taranza invoca al Black Mirror, haciendo aparecer a Dark Taranza. Dark Taranza es enfrentado y derrotado por Kirby, haciendo aparecer a su jefe: King D-Mind. Éste se enoja con Dark Taranza, y, haciendo uso de su martillo, lo golpea provocando que éste se rompa en varios pedazos de espejo.
Al final del juego, el King D-Mind es sellado en una dimensión lejana, salvando al Dream Kingdom.

## Habilidades

Siendo una combinación de Shadow Dedede y Dark Mind, King D-Mind adquiere gran parte de las habilidades de ambos, tales como el uso del martillo y el hacha, la capacidad de hacer aparecer una boca en su estómago, y hacer aparecer el ojo de Dark Mind en dicha boca, permitiéndole disparar rayos de considerable potencia.
Spiderlucas14/15 (Personaje)

Spiderlucas14/15, es un personaje/usuario, que es el ojo multiversal es decir puede ver la actividad de todos los multiversos, siempre lleva un traje negro, con un sombrero y un corbatín.

## Información principal

### Primera aparición

Héroes Multiversales 6: Spiderlucas14, el ojo del multiverso

### Otras apariciones

Héros Multiversales: La venganza de Shadic y el nacimiento de Ren y Kalyza

## Información de personaje

### Familia

???

Por allá de la era de Superior Shadic, este personaje recibió el papel de observar la actividad de los multiversos y era desconocido para los héroes su presencia.

Una vez el colaboro en el **Spider-Verse** y al ver que su jefe y Superior Spiderman, podrían superarse a si mismos, también decidió añadirle nuevas cosas a su traje como tentáculos traseros y controlar su propio simbionte: **Traveler**

El trabajo junto a Xeoid y MetagrossYT en la creación del "Chaos Conqueror" una nave de combate masiva que era incluso más rara que el mismo Hal Abarda.

## Transformaciones:

**1)Super Spiderlucas:** De esta transformación obtiene poderes y sus manos se ven reflejadas en un intenso manto amarillo.

**2) Hyper Spiderlucas:** Sus manos ya no son mayormente envueltas sino todo su cuerpo, aumenta sus poderes mejor que la Super

**3) Superior Spiderlucas:** Al querer superarse a si mismo, Spider obtuvo esta forma.

**4) Ultra Instinto Spiderlucas:** En esta segunda vez se supero una vez y obtuvo la fase "Diamond" aun le falta la Hyper Diamond.

## Habilidades:

**1) Tentáculos de Titanium:** Spider puede atacar con sus tentáculos a la velocidad de la luz.

**2) División:** Spider creara un ejercito de clones con la misma fuerza y habilidad, pero habla una habilidad exclusiva que diferenciara a cada uno del ejercito.

**3) Black Venom:** Es una forma semi-simbionte que asume en caso de que necesite un power-up.

## Curiosidades:

1) El es el primer mejor amigo de HSP

2) Decidió usar el traje negro debido a que se cubre mejor con la oscuridad.

3) Su simbionte es de color rojo oscuro.

4) No es bueno enfrentarte a el o ser humillado por el, hay raros casos de que te de "**Arachno-Fobia**".
Shadow Kirby

Shadow Kirby en Kirby Fighters.

**Shadow Kirby** es la versión espejo de Kirby en el mundo de los espejos, y también es el protector de su mundo.

## Historia

### Kirby and the Amazing Mirror

Al principio, Shadow Kirby se presenta como un personaje misterioso. Al inicio del juego, éste sigue a Dark Meta Knight a uno de los espejos del Círculo Central por razones desconocidas. Posteriormente, éste aparecerá ocasionalmente tratando de atacar a Kirby con sus habilidades, y otorgará objetos al ser derrotado. Durante la batalla contra Dark Mind, éste le arrojará la Espada Master a Kirby si llega a perder, una vida, revelando que él en realidad solo buscaba proteger a su mundo. Tras el final del juego, éste se queda en el Mundo de los Espejos para protegerlo de cualquier amenaza venidera.

### Kirby Fighters

En este sub-juego, Shadow Kirby aparece como séptimo y último oponente del juego, siendo enfrentado en la Another Dimension. Éste usará la primera habilidad que haya usado el jugador al iniciar la partida.

En la versión Deluxe del minijuego, Shadow Kirby solo aparecerá como un skin para Kirby, y no se mostrará como un oponente.

## Curiosidades

* Entre Kirby and the Amazing Mirror y Kirby Fighters, el personaje ha tenido un cambio considerable por razones desconocidas.
* Aparece animando a Kirby y Dedede en el vídeo Kirby Master.