recursal/Fanatic-Fandom huggingface dataset:
Monsters

##### Return to Bestiary

Monsters are creatures of terrible power typically born to normal Beasts and Mortals. Monsters are considered unnatural things, perverted by unholy magics and cursed to sew chaos and destruction throughout the lands. Monsters fall into the following Sub-types:

* Abominations
* Dragons
* Goblins
* Monstrosities
* Primordials

### HARVESTING MONSTERS

Monsters are innately magical creatures; Naturally this makes them valuable sources for alchemical reagents.

Characters trained in Survival as well as one of the following skills: Alchemy\*, Arcana, Nature, Poison\* or Religion may spend 1 hour harvesting parts from a medium or smaller creature, and an additional hour per size category larger than medium. During this period, a character may make up to three Wisdom (Survival) checks to harvest up to a total of three parts from the corpse of a monster. A character cannot harvest a monster for more versions of a part than it possesses. The DC for a successful harvest can be found on the table Below:

Goblin parts
Meat
 Fine
Beaks
Claws
Hides
Teeth
 Exceptional
Parts that secrete venom or poisons
The blood of certain creatures
Unusually tough hides
 Pristine

\*Tool Proficiency or specialty skill may apply.
Sorcerer

##### Return to Classes

   Perhaps more than any other class of mystic, Sorcerers feel the influence of magic in every aspect of their lives. While all mystics carry with them abnormal levels of mana, Sorcerers occupy a league all of their own. Sorcerers, unlike other mystics, have required no real training to develop their powers, and they typically exist apart from other Mage and Witch organizations. Sorcerers are perhaps the "rarest" breed of mystic in the world, as most Mortals who approach their levels mana Abominate.

 ***Changes from standard 5e:*** Changes to Divine Souls are purely flavorful. They have no "real" connection to the Divine; their powers merely manifest differently than other Sorcerers. Divine Souls are considered users of Arcane Magic, and are therefore branded as a Mage.
CHILD MAGIC TALENTS

##### Return to Child Adventurers

Some children are gifted with the ability to manipulate mana. However, they lack the years to properly study and practice their art. That said, some are exceptionally gifted and show a mastery beyond their years.

The class features ***Bardic Inspiration***, ***Disciple of Elements***, ***Font of Magic***, ***Ki***, and ***Song of Rest*** also benefit from this feature.
ELDRITCH MAGIC

Eldritch Magic refers to any magic derived from mana alien to the mortal world. Eldritch Magic typically originates from the Astral Plane and the spiritual domains that exist within it such as Elysium (the domain of Archons and Celestials), The Feywild (home of the Fey and Elementals), or Hell (Home of Demons and the Fiends), though it may come from places unknown.
Black Puddings

Anyone seeking to destroy these creatures should beware: Weapons that cut and spells the conjure lighting do little more to the creature than split what was a single ooze into two smaller oozes.
Moreover, their bubbling black pseudopod corrodes non magical wood, metal, and leather making them especially dangerous to adventurers who rely on their equipment.

(LARGE SIZE)
DC18
**Attributes:**
* Strength 16
* Dexterity 5
* Constitution 16
* Intelligence 1
* Wisdom 6
* Charisma 1

**AC:** 7
**HP:** 85
**Defenses:**
 Acid Immunity
Cold Immunity
Lightning Immunity
Slashing Immunity
Blind Immunity
Charm Immunity
Deaf Immunity
Exhaustion Immunity
Fright Immunity
Prone Immunity
**Special Abilities:**
Blindsight
Corrosive Form
Spider Climb
Split
Piedmont Leaders

**Army Commander:**

Michelangelo Alessandro Colli-Marchi : Strategic Iniative: 2, Tactical: 8, Combat Bonus: +1

**Division Commanders:**

Giovanni Marchese di Provera : Strategic Iniative: 3, Tactical: 8, Combat Bonus: 0

Brempt : Strategic Iniative: 1, Tactical: 6, Combat Bonus: 0

Giuseppe Felice, Count Vital : Strategic Iniative: 1, Tactical: 7, Combat Bonus: 0

Jean Dichat de Toisinge : Strategic Iniative: 1, Tactical: 7, Combat Bonus: 0

Temporary Brigade Commander: Tactical: 6, Combat Bonus: 0
Combustion

Evocation Cantrip

  Casting Time: 1 action

  Range: 5 feet

  Components: V, S

  Duration: Instantaneous

 You create a sudden burst of flame at point-blank range.  Make a melee spell attack against the target.  On hit, target takes 1d12 fire damage.  A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th (3d12), and 17th level (4d12).
Gnomes

##### Return to Races

   Most commonly referred to as Wood Elves, but also known as Halflings, Child Folk, Ditchlings, and "Git outta my way"; Gnomes are a diminutive people that often find themselves underfoot the other peoples of the Allusia both figuratively and literally. Standing roughly 3ft (.91m) and weighing around 40 to 45lbs (18 to 20kg), Wood Elves have a range of skin colours comparable to Eladrin, pointed ears, and grow dark hair. Males may grow facial hair during their advanced years, but most Gnomes are similar to other Elves in that they grow very little body hair if any at all. Wood Elves live for about 50 years, reaching maturity around age 20.

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### GAME STATISTICS

Gnomes may use either Halfling (Stout or Lightfoot) or either Gnome (Forest or Rock) attributes from the 5e Player's Handbook. Gnomes gain Vekkan and Keeber as known languages.
Banderhobbs

DC 15
Banderhobbs are surprisingly intelligent and able to understand language and follow complex directions, however, they are themselves unable to speak. The fell magics that created them have also enchanted them with blessings of the dark. They are able to blend into shadow seamlessly, and are seemingly able to vanish and reappear somewhere else in an instant while shrouded.
Lastly, a Banderhobb that is in possession of an individual's personal effect(s) are able to know the most direct route to that person while they are within 1 mile (1.6 km) of that person.

DC 18
**Attributes:**
* Strength 20
* Dexterity 12
* Constitution 20
* Intelligence 11
* Wisdom 14
* Charisma 8

**AC:** 15
**HP:** 84 (8d10+40)
**Speed:** 30 ft.
**Special** **Defenses:**
Immune to Charm &
Frightened
**Special Abilities:**
Athletics +8, Stealth +7
Darkvision
Resonant Connection
Shadow Stealth
Shadow Step
Swallow
Tongue
Wyverns

When a Wyvern appears in a region most other predators vacate, lest they end up bloated with the creatures potent venom.

DC15
However, in spite of their vindictive nature Wyverns are even more prolific gluttons. They will readily abandon a fight if a savory meal presents itself; seemingly these beasts value swine meat above all else.
Believed to be born to carrion birds, such as vultures, who have bloodied their nests with the innards of a serpent; Wyverns have several known morphs, the most common being the green coloured "Bog Wyvern"; the least remarkable known morph. Other Morphs include the fiery "Hellkite", or Red Wyvern, and the sky blue scaled "Thunderwyvern"; Morphs of this nature possess an unusual arcane power and affinity to fire and lightning respectively.
Wyvern venom is incredibly potent; secreted from the wicked barb on the monster's tail it is toxin coveted by many alchemists and assassins. Wyvern hide that is properly treated can be fashioned into an incredibly durable leather or hide armour.

DC18
**Attributes:**
* Strength 19
* Dexterity 10
* Constitution 16
* Intelligence 5
* Wisdom 12
* Charisma 6

**AC:** 13
**HP:** 110 (13d10+39)
**Speed:** 20 ft., fly 80ft.
**Special** **Defenses:**
 N/A
**Special Abilities:**
Perception +4
Darkvision
Poison Sting
Cyclops

DC12
Cyclops are known to possess a supernatural toughness, though their face and eye are less so. However, these behemoths are notably clumsy, and, sustained or powerful blows to their legs have been enough to topple them in the past.

DC 20
ARCANA AND HISTORY

DC20
**Attributes:**
* Strength 22
* Dexterity 11
* Constitution 20
* Intelligence 8
* Wisdom 6
* Charisma 10

**AC:** 14
**HP:** 138
**Defences:**
Tough Skin
Vulnerable Eye
**Special Abilities:**
Poor Depth Perception
Blind Frenzy
Worgs

DC13
Worgs are intelligent and do not often fall for simple traps and hunter's tricks the way a wolf might; instead the beast may employ deception and turn such tactics against their user in order to lull them into a false sense of security before turning the tables on them. Like most monsters, Worgs hold a sort of supernatural dominion over their mundane ilk and are able to magically compel lesser wolves into action on the Worg's behalf. As a result, killing the Worg will often be enough to force as pack into retreating.

DC18
**Attributes:**
* Strength 17
* Dexterity 15
* Constitution 15
* Intelligence 8
* Wisdom 12
* Charisma 7

**AC:** 14
**HP:** 37 (5d10+10)
**Speed:** 50 ft.
**Special** **Defenses:**
 N/A
**Special Abilities:**
Darkvision
Keen Senses
Pack Tactics
Wolf Lord
Hags

Enthralled to the powers of the wicked denizens of places beyond, Hags are believed to serve powerful Fiends or Demons, and that their inherent ugliness is the result of a lifetime of service to such entities.

DC 13
Whatever the case, Hags wear the mark of their fell power on their visage. Some develop blue or green skin, or hair that resembles tangled branches or seaweed. Others yet grow fiendish horns or teeth and nails of iron. Regardless of these mutations, Hags are yet able to conceal themselves with illusory magics; able to take the guise of anyone they should desire. As such this presents a means for them to subtly torment an individual or even whole settlements anonymously for years, decades, or perhaps even centuries.
 Hags possess a deceptive, supernatural strength but their most terrifying power is made manifest when they gather as a coven. When at least three Hags are within close proximity to one another they may use their combined power to weave terrible spells, a power they all to willingly wield against their victims. Slaying or otherwise separating them to fewer than three in number seems to diminish a Hags ability to use this magic.

DC 16
**Attributes:**
* Strength 18
* Dexterity 12
* Constitution 16
* Intelligence 13
* Wisdom 14
* Charisma 14

**AC:** 17
**HP:** 82 (11d8+33)
**Speed:** 30 ft.
**Special** **Defenses:**
N/A
**Special Abilities:**
Arcana +3, Deception +4, Perception +4, Stealth+3
Amphibious
Darkvision
Illusory Appearance
Invisible Passage
Innate Spellcasting
Mimicry

DC 17
 **CR:** 2
**Attributes:**
* Strength 16
* Dexterity 13
* Constitution 16
* Intelligence 12
* Wisdom 12
* Charisma 13

**AC:** 14
**HP:** 52 (7d8+21)
**Speed:** 30 ft., swim 40 ft.
**Special** **Defenses:**
N/A
**Special Abilities:**
Amphibious
Darkvision
Death Glare
Horrific Appearance
Illusory Appearance

DC 18
 **CR:** 5
**Attributes:**
* Strength 18
* Dexterity 15
* Constitution 16
* Intelligence 16
* Wisdom 14
* Charisma 16

**AC:** 17
**HP:** 112 (15d8+45)
**Speed:** 30 ft.
**Special** **Defenses:**
Cold Resistance
Fire Resistance
Resistance to non-magical weapons
Charm Immunity
**Special Abilities:**
Deception +7, Insight +6, Perception +6, Stealth +6
Change Shape
Darkvision
Etherealness
Innate Spellcasting
Magic Resistance
Nightmare Haunting

DC 19
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DC 20
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Paladin Homer

First Knight of the Matron, Paladin Homer was, like most Paladins, an orphan raised by the Church of the Goddess' Hand from his youth.  His strong will and upstanding character was apparent from an early age, and he was selected to squire and train as a knight under Saint Matthews the Wise, First Knight of the Daughter, and then Knight Commander of Oswick.

  Homer was a dedicated student, and Matthews himself commended the young warrior for his bravery and valor on the many missions the two had undertaken for the Church.  Homer was formally inducted into the ranks of the Paladins under the Matron at age 21.  Surviving the process known as "The Divine Branding", Homer quickly rose through the ranks to become the First Knight under the Matron, though only shortly before his mentor, Matthews, passed away.

  Under the direction of the new Knight Commander, Guildenstern, the First Knight under the Empress; Homer was directed to sail across the Fabian Sea to the land of Regalia and aid the Church and its "Divinely" appointed King, Uthar Banngryph, in establishing a proper Kingdom with the Goddess' Hand as its central religion.

  Since arriving in Regalia, Homer has once again established himself as a Hero and slayer of Monsters.  However, he has frequently found himself at odds with the Clergy's appointed Cardinal, Winston the White, in how to handle the resistance in the East of Regalia, and he frequently finds the Cardinals methods to be less than noble.  Though he is honor bound to fulfill his duty to the Church, his first loyalty is forever to that of the Divine Mother and all of her children.
SORCERY

##### Return to Magic and Mana

Sorcery is the inborn or intuitive use of Magic, and its wielders are
referred to as Sorcerers . Mystics of this stripe are not typically
logical or bookish, but rather impulsive or overly creative; their
spells are the result of an innate sense of the forces they manipulate
even if they don't understand how they are able to do so. Where
Wizardry could be likened to a science, Sorcery may be recognized as an
art.
Characters

### NPCS

* Andie Abel
* Archibald Olander
* Doctor William Locke
* Ginnie Lane
* Gwynevere Kairos
* Knight Commander Guildenstern
* Madame Finch
* Mercy
* Old Man Grundy
* Olin, the Traveling Sage
* Paladin Homer
* Roland Banngryph
* Rupert Kairos
* Saint Matthews the Wise
* Tim Schmidt
* Triston Hardy
* Uthar Banngryph
* Vekknah, the Witch King
* Winston the White

#### CREATURES

* The Black Dragon
* Ruthasek the Fierce

#### PLAYER CHARACTERS

* Alia
* Annie Thistleleaf
* Chron the Ogre
* Cylous
* Edward
* Elran Bristleleaf (Deceased: Killed by Wolves)
* Fiach Dubh the Black Bird
* Gennen Admon
* Joderth Kjarnsen
* Lunara Evendream
* Marek Gilroy (Deceased: Killed by Wolves)
* Prescilla Kairos (Deceased: Killed by Wolves)
* Thraf the Stout and Silent (Deceased: Killed by Wolves)
* Zatar "the Magnificent" Galanodel
Ogres

##### Return to Races

Ogres, also known as half-giants, are a curious race of peoples that sparsely populate the world. Ogres stand between 7 to 8 feet (2.1 – 2.4m) tall on average, have broad bodies, and usually weigh between 350 and 450 lbs (158 – 204 kg).  Ogres are a seldom seen and often shunned folk who tend to keep to themselves out of necessity.  Most people fear Ogres as man eating monsters, but few people openly treat them with hostility (usually because of said fear).  The origin of Ogres are unknown, even lacking mention in most ancient myths, though modern legends say they are imperfect or cursed Giants.  Some even go so far as to say they are the bastard children of Humans and Giants.  Whatever the case, Ogres can live to see 1000 years if nothing kills them before then.  Ogres generally have the same skin colours as humans, but may also be hues of Green.  They can have hair, no hair, and/or tiny spikes/horns.

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#### ONI

Ogres that can use magic generally turn Blue or Red in colour, becoming more blue/red as their power grows.  When they become the new colour entirely (gain 6th level spell slots or Mystic Arcanum), they are identified as "Oni". (See link for more details)

#### GAME STATISTICS

Ogres utilize the basic attributes of the Half-Orc or Dragonborn Races from the 5e Player's Handbook or the Goliath Race from the 5e Elemental Evil Player's Companion Book. Ogres gain Vekkan and Atlan as known languages.
Chrysaor

DC 15
Similar to other monstrosities, the Chrysaor seems to be able to exert a sort of domination over ordinary pigs. This hold is relinquished should the Chrysaor be slain.

DC 18
**Attributes:**
* Strength 20
* Dexterity 8
* Constitution 19
* Intelligence 10
* Wisdom 10
* Charisma 10

**AC:** 14
**HP:** 90 (10d10+40)
**Speed:** 40 ft., fly 30 ft.
**Special** **Defenses:**
 N/A
**Special Abilities:**
Charge
Clumsy Flier
Darkvision
Keen Smell
Relentless
Swine Master
Primordials

##### Return to Bestiary

Primordials are the ancient and simple creatures that share a greater degree of characteristics with plants or fungi than they do with mortals or beasts. Some Primordials also seem to have an affinity for primal magics, and may attract the attention of Primeval spirits.

**DENDROIDS**

* Shambling Mounds
* Treants
* Y*a-te-veo*

**OOZES**

* Black Puddings
* Gelatinous Cubes
* Green Slime

**MYCONOIDS**
Clearsky God Mountain

## Description

This power was named as the Clearsky God Mountain and can be considered a super power capable of transmitting dao elements to the lower realms. The Clearsky God Mountain dared to use the name 'God Mountain' because it once had an incomparable history and belonged to a true heavenly deity-tier power. Even after that heavenly deity died, he left behind his inheritance that was named 'Force of the World.' Once, the Clear Sky God Mountain was a heavenly-deity ranked power but has now declined.
Spirits

As creatures not native to the Mortal Realm, Spirits are subject to two forms of classification: Manifestation, which refers to the degree in which the Spirit has a presence within the world, and Type, which refers to nature of the Spirit.

#### MANIFESTATIONS:

* Poltergeists
* Phantoms
* Specters
* Shades

#### TYPES OF SPIRITS

* Archons (Benevolent Spirits)
* Demons (Evil Spirits)
* Elementals (Primeval Spirits)
* The Fey (Nature Spirits)
* Ghosts (Mortal Spirits)
Griffins

When one appears it preys upon game as well as the cattle and swine of the region's farmers, eventually making prey of horses and people and generally spreading terror along the countryside. Ferocious and deadly, slaying a Griffin is seen as an act of mythic heroism.

DC15
Griffins also appear to have some manner of dominion over raptors. Their shrill cries have been known to summon whole flocks of falcons, hawks, or eagles to rend the Griffin's opponents with their razor sharp talons.
 Griffins are presumed by scholars to be born of an eagle's egg that was hatched by a lion ensorcelled to incubate it. It is also believed Griffins, like most monsters, never stop growing suggesting that the older a Griffin, the larger it will be. The oldest recorded Griffin purportedly reaching a size of 5m long and weighed nearly 800kg.
Griffins possess no exploitable weaknesses, save for their size and avian nature making them ill suited to combat in confined spaces.

DC18
**Attributes:**
* Strength 18
* Dexterity 15
* Constitution 16
* Intelligence 2
* Wisdom 13
* Charisma 8

**AC:** 12
**HP:** 59 (7d10+21)
**Speed:** 30 ft., fly 80 ft.
**Special** **Defenses:**
 N/A
**Special Abilities:**
Perception +5
Darkvision
Keen Sight
Raptor Call
Immortals

##### Return to Bestiary

Immortals are eternal, ageless beings that possess incredible powers and that ability to traverse the boundaries between the Mortal and Spirit Realms. A commonly held belief holds that the original creators of the world were the four original Immortal Races: The Titans, who's might and vision shaped Allusia. The Dragons, who's fire was used to imbued Allusia with mortal life. The Celestials (Angels), who taught the mortals virtue. And finally, the Fiends (Devils), who introduced the mortals to sin.

* The Titans
* The Great Dragons
* The Celestials
* The Fiends
* The Oni
* The Nephilim
* The Sphinx
Giants

##### Return to Races

Presumed to be the oldest living race of Mortals, Giants are gargantuan humanoid beings that once ruled most of Allusia. The ruins of their past civilizations dot the lands, though many of them now lay abandoned, home to brigands and monsters and little else.

At some point in their long history, the giant peoples split into two distinctive groups: the Colossi and the Hulks (better known as hill giants).

BASIC KNOWLEDGE
DC13
Colossi are a cultured but isolationist people, rarely interacting with other mortals. They tend to live in great hidden cities, but a few build lives for themselves in solitude. Rarely do they choose to live in close proximity with other races. Colossi tend to live for 1000 years, give or take a decade.

DC18
**Attributes:**
* Strength 23
* Dexterity 15
* Constitution 20
* Intelligence 10
* Wisdom 12
* Charisma 9

**AC:** 17
**HP:** 126
**Defenses:**
 N/A
**Special Abilities:**
Rock Catching

####

BASIC KNOWLEDGE
DC13
Hulks stand between 16 and 18 ft tall (4.9 - 5.45m). They have skin and hair not unlike a humans, and exhibit a similar variety of builds. Hulks could likely live to 1000 like Colossi and Ogres, but their violent lifestyles often see them dying much sooner.

DC18
**Attributes:**
* Strength 21
* Dexterity 8
* Constitution 19
* Intelligence 5
* Wisdom 9
* Charisma 6

**AC:** 13
**HP:** 105
**Defenses:**
 N/A
**Special Abilities:**
Fee Fi Fo Fum
Swallow
NECROMANCY

##### Return to Magic and Mana

**Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Monstrosities

##### Return to Monsters

Monstrosities are horrific creatures said to be born to ordinary animals. Scholars believe they are the result of the corruptive magic of an Evil Wizard, Fiend, or Demon. Often much larger and far more twisted in physique, Monstrosities typically wield some manner of control over the ordinary members of their parent species.

Monstrosities can usually be identified with a successful Intelligence (Arcana) or Intelligence (Nature) check by those trained in such studies, though most monstrosities possess some degree of reputation and thus there is often some "common" knowledge any character may be privy to with a successful Intelligence check.

### TYPES OF MONSTROSITIES

* Banderhobbs
* Basilisks
* Cockatrice
* Chimeras
* Chrysaor
* Chupacabra
* Griffins
* Hydras
* Hippogriffs
* Manticores
* Rocs
* Salamanders
* Worgs
* Wyverns
* Yeti
Vine

Vine is a young, female Pokémon trainer. She's a part of Team Eclipse; Team Plasma, precisely.

## Appearance

Vine has almost waist length, jet black hair that she usually ties in a messy ponytail. She's tan, and has almond shaped brown eyes. She has a stick like build, and is a smol. Seriously, she's 4'11.

She usually wears pastel-y tees with dorky, fandom related quotes on them. Navy blue shorts and trainers, though, on some cases, she can randomly be found wearing a pair of flip-flops.

## Relationships

### Pokémon

#### **Floof**

A female Cinccino. She has a sassy nature and the ability, Cute Charm.

Her moves are: Dazzling Gleam, Return, Tail slap and Attract.

#### **Blade**

A female Swadloon (Close to evolving into Leaveany). She has a relaxed nature and the ability, Chlorophyll. She is holding a Rawst berry.

Her moves are: Protect, Grass whistle, Energy Ball and Rest.

#### **Poseidon**

A male Vaporeon. He has a jolly nature and the ability, water absorb. Poseidon has a bowtie around his neck. He is holding a leftovers.

His moves are: Protect, Ice Beam, Surf and Hidden Power (Psychic).

#### **Revenge**

A male Banette. He has an adamant nature and the ability, Insomnia. He is holding a Banettite.

His moves are: Shadow Claw, Will-o-Wisp, Screech and Protect.

#### **Disaster**

A male Absol. He has the ability, Pressure. He is holding black glasses.

His moves are: Protect, Swords dance, Slash and Night Slash.

####
Sandwave

Sandwave is a female Pokémon trainer.

## Appearance

Yellow hair and startling light blue eyes. She usually has a bandana on her head. Her skin is very light. Lots of freckles. She wears A white t-shirt with a yellow 4-pointed star on the back. She wears jean shorts. She wears a purple watch which does more than tell time. >:) She wears light pink sneakers. She has a small purse that she carries everything in. She usually puts it around her shoulder.

## Relationships

### Pokémon

#### Shaymin

A Shaymin in Sky form. It has the ability, Serene Grace. Shaymin is a shiny Pokémon. It is holding a Gracidea.

It's moves are: Seed Flare, Energy Ball, Leaf Storm and Psychic.

#### Night

A female Umbreon. She has the ability, Inner Focus. Night wears black glasses.

Her moves are: Moonlight, Last Resort, Assurance and Confuse Ray.

#### Luxray

A male Luxray. He has a timid nature and the ability, Guts. He holds an aguav berry.

His moves are: Discharge, Crunch, Electric Terrain and Thunder Wave.

#### Kommo-o

A male Kommo-o. He has the ability, Bulletproof. He is holding a black belt.

His moves are: Sky Uppercut, Clanging Scale, Dragon Claw and Iron Defence.

#### Marowak

A female Alolan Marowak. She has a calm nature and the ability, Lightning Rod.

Her moves are: Shadow Bone, Flame Wheel, Will-o-Wisp and Thrash.

#### Blue

A male Charizard. He has the ability, Blaze. Blue is a shiny Pokémon He is holding a Charidardite Y.

His moves are: Wing Attack, Heat Wave, Flamethrower and Dragon Claw.

#### Hydreigon

A male Hydreigon. He has the ability, Levitate. He is holding a focus band.

His moves are: Dragon Rush, Dragon Pulse, Crunch and Hyper Voice

####
WIZARDRY

##### Return to Magic and Mana

Wizardry is the study and research of Mystic arcanum. Mystics who have
been trained or have studied to be able to use their powers are known as
 Wizards. A Wizard's spells are carefully constructed, per-conceived,
and intentional effects, created through an intricate understanding of
their own power and how it can react with the Mana present in the
creatures and objects around them.
FORTUNE TALENTS

##### Return to Child Adventurers

Children lack the grit and experience of a seasoned warrior or learned wizard, so most are ill equipped to deal with the perils of adventure. However, some children compensate for this by seemingly being unnaturally lucky. Fortune Talents reflect the statistically improbable events that keep them alive.
Oni

##### Return to Immortals

Having attained a level of magical power beyond the inkling of most Mortals, the Ogre completes their ascension into a true Immortal. When an Ogre gains 6th Level spell slots they become an Oni. The transformation into an Oni is at first gradual, the Ogre's skin may turn a hue of blue or red, their horns may develop or grow, or their eyes may gain a slight glow, lose discernible pupils, and become a solid colour or white; but upon reaching their true power, they undergo a violent and seemingly painful transformation into their Oni form.

Oni differ from Ogres in that their skin is visibly Blue or Red, their horns are much more pronounced, their canine teeth may grow and curve outward, and their eyes emit a noticeable glow. Finally, the Ogre's creature type changes from Mortal to Immortal, and the Oni no longer succumbs to aging, nor can they be permanently slain by a non Immortal or Magical Artifact (see Immortals). Aside from these differences, they are functionally similar to their original Ogre form.
Undead

##### Return to Bestiary

The Undead are, as their moniker would suggest, the risen corpses of the deceased. Their origins range from being little more than bones animated by the vile magics of a Necromancer to accursed revenants, doomed to persist beyond death for some unholy purpose.

Undead fall into 3 basic categories: Anathemas, Pawns, and Revenants.

**ANATHEMAS**

Anathemas are the most reviled of all Undead; men and women who have cheated death through some foul pact or ritual. Unlike most Undead they typically retain much or all of their mental faculties, often building upon what they knew in life; this quality in turn often finds the Anathema in control of a host of lesser Undead be they mere Pawns, bound Revenants, or other less powerful Anathemas. Thankfully, Anathemas are also the most uncommon type of Undead.

TYPES OF ANATHEMAS

* Death Knights
* Huecuva
* Liches
* Vampires

**PAWNS**

Shambling corpses, walking bones, no sense of self preservation, morality, or rationality; these are the qualities of a pawn. Pawns are little more than puppets, used to perform menial tasks or serve as guardians; most often utilized by Anathemas, Demons, Fiends, and mortal Necromancers. The primary distinction between a Pawn and other types of Undead is their total lack of sapience; they are automatons which possess an animal instinct at best.

TYPES OF PAWNS

* Crawling Claw
* Ghasts
* Ghouls
* Mummies (Lesser)
* Skeletons
* Vampire Spawn
* Zombies

**REVENANTS**

Cursed at death (or occasionally in life) to uphold some manner of criteria or fulfill some goal, the Revenant differs from a Pawn in that they retain some or all of their cognitive functions though, unlike Anathemas, they persist at the whim of forces beyond them.

TYPES OF REVENANTS

* Draugr
* Mummies (Greater)
* Revenants
* Wights
RUNECRAFT

##### Return to Magic and Mana

Magic need not be inborn nor siphoned from a greater power; no, it may
also be contained, or packaged in an object to be called upon when
needed. Though not unlike a Magic wand or Enchanted Weapon, Runic Magic
 was a tradition utilized by the Giants wherein refined Manastone is
grafted directly into the flesh so that the recipient may "cast" spells
like any Mystic. The process is, unsurprisingly, very painful, and most
 individuals subject to it do not survive. Those that do live through
the ordeal, however, are imbued with potent magical energies; capable of
 feats of supernatural power. This process has been used throughout
history by both Giants and Dwarves, though most recently it has been
usurped by the Church of the Goddess' Hand and utilized to empower its
Knights with "Divine" might.
ARCANE MAGIC

Arcane Magic is a term used to define the study and harnessing of the mana innate to the mortal world. Though the rise of the Witch King has largely soured perceptions of any magical practice, Arcane studies are generally seen as the more "acceptable" and as such pockets of Arcane schooling tend to exist in all corners of the world.

DC 10
Most Mages are libel to be mistaken for Witches.

The disciplines of Runecraft, Sorcery, and Wizardry are typically associated with the Arcane, though exceptions exist.

Users of Arcane Magic are typically referred to as "Mages" by those unlearned in the ways of magic.
Old Man Grundy

Old Man Grundy was, as his name might suggest, an old man who was living in Silas at the time of it's attack on Dother 25th/100AV. Bitter and racist, he made a point of letting every person he ever met know how much disdain he had for them. He was slain by an attacking Bugbear right in front of the town's saviors. He would not be missed.
WITCHCRAFT

##### Return to Magic and Mana

Witchcraft, witchery, black magic, or the black arts are terms used to
describe magic gained or developed through a symbiotic connection to an
innately magical power (usually a powerful Spirit or Immortal). Be it
gained through a communion, exposure, or some manner of bargain, magic
gained through Witchcraft is seen as an especially unnatural practice in
 civilized lands. It is the most common form a Mystic will take
 in primitive cultures. Mystics who utilize this form of magic are
known as Witches.
Annie Thistleleaf

##### Return to Characters

No one is quite sure what or who Annie is, to most she would seem like a strange wood elf girl who seems curious about everything and has the attention span of a short lived critter. But she is far more then they could possibly comprehend, for she is Big Hat, and everyone worth their salt knows a mage's power is only amplified by the size of their hat.

Some think she might be suffering under some form of mental affliction, or perhaps she hit her head as a child, or that she possibly even is a child but no one is quite certain, not even her. She seems to be clueless and curious about most things in the world, trusting of most people while extremely distrustful of others, and willing to change her plans on a whim.

Annie is a force to be reckoned with, her stomach a ceaseless void, her power slowly but ever growing, her legs unrestrained by needless things such as pants, and her outfit quite clearly suited for someone of a bigger stature.
Chupacabra

DC 14
Believed to be the spawn of a rat who has feasted on the remains of another monster, the Chupacabra is a cunning hunter that will generally stick to the shadows and only strike when it believes itself unseen; or desperate. Its bite is capable of delivering a paralyzing venom, and whilst its victim is incapacitated, it is capable of draining their vitality for sustenance; restoring its own health.
Not unlike other Monstrosities, the Chupacabra is also capable of subjugating other vermin, calling whole swarms of rats to infest their opponents. A rather horrible way to die, really.

DC 18
**Attributes:**
* Strength 10
* Dexterity 16
* Constitution 14
* Intelligence 8
* Wisdom 10
* Charisma 8

**AC:** 16
**HP:** 36 (6d8+12)
**Speed:** 30 ft.
**Special** **Defenses:**
N/A
**Special Abilities:**
Perception +4, Stealth +7
Darkvision
Drain Life
Keen Smell
Pack Tactics
Paralyzing Bite
Rat King
Chen Ran

## Appearance

This young man was clad in luxurious clothings and was extraordinary good-looking.

The young man had the vigor of dragons and tigers, and appeared to be in glowing spirits. This young man was evidently someone from the Chen Clan.

## Plotline

He came to look for Jing Yu because he have view on Mo Qingcheng. He also had a conflict with Qin Wentian resulting in a fight that he lost.
Lunara Evendream

Mother was also a Wizard who liked to experiment, father left when she was young. Mother trained Lunara to act responsibly with magic, and be wary of those who were ‘afraid’ of it. When Lunara was 13, mother was killed by her own experimentation. Lunara is now ~23, but has developed several neurosis about her own magic and other things.
Concubine Lu

## Description

A beautiful woman with a transcendent demeanor shouted. She was actually exuding the aura of an empyrean, many people didn't recognize her but those peak powers all knew that this was the number one favored concubine of the Lifelong Realmlord. She was beautiful and extremely powerful and had a very high position in the Lifelong Realmlord's harem. She could even influence matters of the Lifelong Sainthall if she wanted to.
Eladrin

##### Return to Races

Better known as High Elves, but also known as the "Fair Folk" or "Fairy Folk"; the Eladrin are a slender and graceful peoples. Standing between 5 and 6ft (1.5 and 1.8m) in height, and weighing between 100 to 150lbs (45 to 65kg); Eladrin resemble pale Humans with pointed ears, fair hair, slightly larger eyes. Eladrin Are normally incapable of growing facial or body hair. They have been known to live up to 500 years, reaching maturation at age 30, and seldom show signs of an advancing age until reaching 400.

DC10
## UNTRAINED
DC5
 When an Eladrin becomes the oldest living member of an occupation, they become the supreme authority on all matters regarding said occupation. If two or more occupations will be influenced by a single decision, the older leader is selected to make the decision. If the Elders are of equal age, the city's mystics hold communion with the Spirits of their respective wood (the Boskwood for Sylvas, and the Eldergreen for Feyadun) to determine whom would be better suited to the leadership role.
Members of these societies are free to leave as they wish, but they receive no support from the community while apart; should they return they are expected to return to the role they left without question. While some Eladrin have found success in fostering positive relations with the Regalians, most are treated poorly and are driven back to their home city within a scant few years.
The Eladrin of Regalia do not believe in the Gods of other Mortals and are highly suspicious of Immortals. Instead they revere Spirits, specifically those know as "the Fey", placing special importance on the natural world and its preservation.

 **OGRES:** Ogres, oddly enough, enjoy a much more favorable perception among the Eladrin. To Eladrin society, the potential for an Ogre to reach the form of Oni demonstrates an attunement to the spirit world unlike any other mortals possess. This favorable perception, however, does not make them ignorant to the often brutish and violent nature of most Ogres, thus both Eladrin cities possess some form of vetting before permitting an Ogre to live among them.

### GAME STATISTICS

Eladrin in the Allusia Campaign Setting may use either the High Elf, Wood Elf, or Half-Elf Racial Statistics from the 5e Player's Handbook. However, they do not "Trance" to rest; they sleep like everyone else. Eladrin gain Vekkan and Sylvan as known languages.
Archibald Olander

Born to a small family living in isolation around the central regions of Regalia, Archibald was raised to be self sufficient and live off the lands.  Using the skills taught to him in his youth, he set out on his own at age 18 and began traveling the region; developing an interest in the wooded areas around him, specifically the Boskwood.

While he and the Eladrin of the wood were at first wary of one another, they eventually gained a mutual understanding through shared reverence for the forest.  Archibald eventually became an ambassador of sorts, relaying communications and other news between the Eladrin village of Sylvas and the Human towns near the Boskwood: Dawston and Silas.

Eventually relations between these communities soured as the Eladrin viewed the people of Dawston as "too greedy" in their deforestation of the woods.  Archibald lost favor with both the people of Dawston and Sylvas when a compromise could not be reached, though no acts of aggression followed.  The Eladrin believed the woods' guardian spirit, Ruthasek, would punish the humans if they ever did take too much from the forest.

In spite of this upset, Archibald found he was still welcome in Silas, and as time passed he was eventually accepted to be the de facto Mayor of the small community.  He has since become a steadfast defender of the town, always patrolling the region on the look out for dangers that may threaten its peoples.  However, as he is only one man, he readily recognized that he may be ill equipped to effectively protect the region and, thus, reluctantly accepted the invitation for Silas to become a part of the Regalian Kingdom under the Banngryph dynasty.  A decision that has caused something of a divide within the community as many people believe they are better off on their own, or perhaps even siding with the people of the contested lands to the East.
Ghost

Ghost is a male Pokémon trainer. He is a part of Team Eclipse (Team Skull specifically).

## Appearance

Ghost used to wear the traditional Skull clothes, but after hanging out with Team Flare too much he decided to stylize it. He slipped on a white long-sleeved collared shirt beneath the tank top, the collar showing over the tank top. He used his five-day sewing course to extend the cross on the tank top, making a diamond on his shirt. The spots where the lines intersect are red. He threw out both the bandannas typical grunts wear, replacing them with a black fedora, on which he placed red Flare sunglasses. He also constantly wears tap-dance shoes simply to annoy everyone.

## Relationships

#### Floof

A male Gogoat. Floof has an adamant nature with the ability Sap Sipper. There are berries woven into his green fur on the front. Floof's item is a Big Root.

Moves: Synthesis, Leaf Blade, Horn Leech, Worry Seed

#### Rawr

A male Growlithe. Rawr has a rash nature with the ability Intimidate. He uses charcoal to create lines underneath his eyes to make him look cooler. He is holding Charcoal.

Moves: Flamethrower, Outrage, Crunch, Flame Burst

#### Spooks

A male Haunter. Spooks has a sassy nature with the ability Levitate. Spooks likes to make his hands float as far away from his body as possible.

Moves: Hex, Will-o-wisp, Shadow Ball, Lick

#### Mesprit

Ghost has recently captured the mythical Lake Guardian, Mesprit. He has permission from Purple.

Moves: Future Sight, Protect, Copycat, Hyper Beam

Ghost plans catch more Pokemon. Currently all his Pokemon except Mesprit think he's a miserable failure.
CHILD SUBTERFUGE TALENTS

##### Return to Child Adventurers

Many child heroes get by through the development of their wits and guile. Many of these talents are Roguish in nature, and as such may be retrained should the child reach the level of rogue they are normally acquired.

 When an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.
* Only damage resulting from attack rolls such as melee attacks, ranged attacks, or spells with attack rolls (i.e. firebolt, guiding bolt) qualify for Uncanny Dodge.
* Due to the restriction of using your Reaction, only one attack per round can qualify for Uncanny Dodge.
Cloud Prefecture

True Dragon Mountain Sect

## Desciption

The **Cloud Prefecture** was none other than one of the thirteen prefectures of the Eastern Sage. It was governed by a disciple of the Eastern Sage Immortal Emperor known as the Idle Cloud Immortal King. There were also countless minor and major powers in the Cloud Prefecture, but there were none who dared to title the places they ruled as countries. Establishing a country inside the territory of an immortal emperor without approval was simply asking for death.

There were already a total of eighty-one countries within the Cloud Prefecture and each country had many cities within them. Hence, the number of cities within the Cloud Prefecture were so many that it can be considered countless.

## Places

### **Cloud Towers**

In every city of the Cloud Prefecture, there would be a Cloud Tower that’s established and operated by the sacred ground of the Cloud Prefecture, the Cloud Tower Sage Sect. Through the Cloud Towers, the commands of the Cloud Tower Sage sacred ground could be swiftly circulated throughout the Cloud Prefecture. At the same time, the eighty-one countries of the Cloud Prefecture would have disciples of the Cloud Tower Sage Sect garrisoned there. They all have very close relationships with the king of the country they reside in, and if there are any orders to be passed down, the most effective way of broadcasting was through usage of the Cloud Towers.

The warrant for arrests were all issued by the Cloud Towers. And for those wanted criminals, there would be very few places for them to hide in if they were wanted by the Cloud Towers.

## Countries & Cities

Country : Jiangling Country

* Driftsnow City

* Worryfree City

* King City

## Clans

* Jiang Clan
* Duan Clan
* Flameblood Clan

## Sects, Organizations & Academies

* Purple Flame Sect

* Nine Coldpeak Sect

* Suppression Immortal Sect
* Wondergate Immortal Manor
* Jiangling King Manor

* Seven Sword Sect
* Battle Heavens Immortal Manor
* Myriad Sage Academy
* Fall Kill Sect
* Golden Armor Sect
* True Dragon Mountain
* Blazing Sun Divine Sect

## Events

There’s an immortal spirit manifesting itself in the Driftsnow City.

This is a major event of the Cloud Prefecture and it’s especially important to divine inscriptionists of master weaponsmiths. ch. 764

### Preliminary Recruitment of Eastern Sage Immortal Sect

Cloudheaven Arena is the most famous battle arena within the Cloud Prefecture.

1. Gu Zhantian
2. Jun Mengchen
3. .
4. .
5. Zi Qingxuan

27. Qin Wentian
Rainbow Rangers Wiki

## Introduction to Rainbow Rangers Wiki

"***Rainbow Rangers***" is an American CGI-animated action adventure comedy-drama science fiction preschool series produced by Rob Minkoff, co-produced and head-written by Shane Morris and Tim Mansfield and executive produced by Andy Heyward. A special was released in the autumn of 2017, while the first episodes of the TV series was released in spring 2018. The story revolves around seven girls who embody the colors of the rainbow and live in a magical realm called Kaleidoscopia. As it happens, they are also charged with being first-responders on Earth and are often called into action saving the day from evil dangers and some superpowers who need help with the power of the Rainbow.

## See also

Rainbow Rangers Fandon Wiki

Create an article about an episode by typing the title below:

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## Pages created so far

* A Hot Topic
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Chu Chen

## Description

He formed a connection with the Amethyst Astral Soul. This is actually an Astral Soul condensed from the Emperor Amethyst Constellation, that symbolises the will of Emperors. It is the same as his brother, Chu Tianjiao.

As for the 2nd Astral Soul of Chu Chen, it took the form of a palm imprint. One could imagine that the constellation he condensed this Astral Soul from was most definitely a gigantic palm-type constellation.