recursal/Fanatic-Fandom huggingface dataset:
Wandering Bowmaster (Hanzo OW)

Armor Class: 15 (leather armor)

Hit Points: 116 (15d8 + 45)

Speed: 35 ft.

Skills: Acrobatics +8, Stealth +8, Perception +7

Senses: passive Perception 17

Languages: Common

Challenge: 10 (5,900 XP)

*Sharpshooter.* The bowmaster can perform precise shots at long range, ignoring half and three-quarters cover against targets of its attacks.

*Eagle Eye.* The bowmaster has advantage on Wisdom (Perception) checks that rely on sight.

#### Actions

*Multiattack.* The bowmaster makes two longbow attacks.

*Longbow.* *Ranged Weapon Attack:* +8 to hit, range 150/600 ft., one target. *Hit:* 10 (1d8 + 4) piercing damage.

*Piercing Arrow (Recharge 5–6).* The bowmaster fires a magically charged arrow that can pierce through barriers. This attack is a line 60 feet long and 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 22 (4d10) piercing damage on a failed save, or half as much damage on a successful one.

*Vanishing Mist (1/Day).* As a bonus action, the bowmaster can vanish in a puff of mist and reappear in any unoccupied space within 30 feet it can see.
Champions Chessboard

## Description

A fine elven made chess board made with white quartz, basalt, and red cedar. User must win a chess game with this board to attune to it (Int DC 20) Chess pieces will slaughter each other and mend after every game. On attunement chess-pieces will obey one command from you out of game for thirty minutes (treat entire team as a tiny construct.)
Mystic Marksman (Ana OW)

### Special Abilities

1. Assassin's Strike: Once per turn, can deal an extra 7d6 damage to a creature it hits with an attack if the creature hasn't taken a turn in combat yet.
2. Spider Climb: Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

### Actions

1. Multiattack: The Shadowsting Sniper makes two rifle shots or two dagger attacks.
2. Magical Rifle: Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 18 (4d8) piercing damage.
3. Dagger: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

### Legendary Actions

The Shadowsting Sniper can take 2 legendary actions, choosing from the options below:

1. Reposition: Moves up to half its speed without provoking opportunity attacks.
2. Rifle Shot (Costs 2 Actions): Makes one rifle shot.

This stat block and the accompanying image should provide a challenging and thematic encounter for your D&D game.
Shadow Sting Sniper (Widow Maker OW)

### Special Abilities

1. Assassin's Strike: Once per turn, can deal an extra 7d6 damage to a creature it hits with an attack if the creature hasn't taken a turn in combat yet.
2. Spider Climb: Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

### Actions

1. Multiattack: The Shadowsting Sniper makes two rifle shots or two dagger attacks.
2. Magical Rifle: Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 18 (4d8) piercing damage.
3. Dagger: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

### Legendary Actions

The Shadowsting Sniper can take 2 legendary actions, choosing from the options below:

1. Reposition: Moves up to half its speed without provoking opportunity attacks.
2. Rifle Shot (Costs 2 Actions): Makes one rifle shot.

This stat block and the accompanying image should provide a challenging and thematic encounter for your D&D game.
Creature’s Crossbow

## Description

A crossbow made of unfamiliar wood full of notches and twists. Appears to have been made for some kind of unknown creature that’s designed differently from normal humanoids. Functions as a light crossbow, once per day can be used to inflict 1d6 of a random damage type onto a successfully fired shot that the user also takes. Requires a Int DC 10 to understand how to activate this.
Mutual Annihilation

## Description

An old rough metal bracer that’s seen intensive use and centuries. As a bonus action the user can inflict twice their player character level in radiant damage in conjunction with a successful attack roll. Please note, when activated this also inflicts four times the user’s level in radiant damage to the player character. One user per day.
Stan The Shopkeeper

## Description

Owner of The Silver Spoon

Stan is your local shopkeeper who just happens to be the biggest asshole you'll ever meet. But just because he is a grumpy old dude doesn't mean he doesn't know how to love, He has an 18 year old daughter named  Soma but just because he has a soft side doesn't mean he cant kick some ass as well so... don't mess with him.
Demo Ball

## Description

Stupid slow but packs a punch.

The Demo ball has a lot more base damage, but is also a lot slower.

Demo ball has roughly half the speed of a normal ball and roughly 16x as much power. However, the speed can be increased by 2-9x with the Skills Tree. Turning the negative effect of this ball into a positive speed boost.

## Effect

Demo ball has no additional effect, but through the Skills Tree you can add an Enrage effect.

Enrage is a speed multiplier. The effect persists after clearing a stage and if you hit another brick within the 2 seconds, the effect is re-activated. As long as you can always hit another brick within the 2 seconds, Enrage would be a permanent speed boost.

On top of the speed multiplier from Enrage, you can also increase the power with the Enrage Fight and Cumulative Strength skills. Enrage Fight gives a power multiplier as long as Demo is enraged, Cumulative Strength (CS) however will give one multiplier per Enrage stack. If the Demo ball is enraged once, CS will give up to 4x power, but if the Demo ball is enraged three times, it adds 4\*4\*4x power, or 64x power. Combined with Enrage Fight, it can give a total of 64\*4x or 256x power while Demo has three Enrage stacks. These skills do come with a very high cost.

## Changes

v1.9.2 - Enrage stack now stacks the actual speed increase up to 3x. It no longer increases the duration.

v2.0 - Added 3 more skills (Speed, Enrage Fight, Cumulative Strength) and changed costs.
Mad Bomber (Junkrat OW)

Armor Class: 14 (makeshift armor)

Hit Points: 102 (12d8 + 48)

Speed: 30 ft.

Skills: Acrobatics +6, Athletics +5, Perception +4

Damage Immunities: fire (self-inflicted only)

Senses: passive Perception 14

Languages: Common

Challenge: 7 (2,900 XP)

*Unstable Explosives.* When the mad bomber takes damage, it can use its reaction to drop an explosive at its feet that detonates at the start of its next turn. Creatures within 10 feet must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) fire damage.

*Chaos Lover.* The mad bomber has advantage on saving throws against being frightened.

#### Actions

*Multiattack.* The mad bomber makes two grenade launcher attacks.

*Grenade Launcher.* *Ranged Weapon Attack:* +6 to hit, range 60/240 ft., one target. *Hit:* 18 (4d8) fire damage. The explosion affects all creatures within 5 feet of the target.

*Bomb Trap (Recharge 5–6).* The mad bomber sets a hidden bomb trap in its current location. The next creature to come within 5 feet of the trap triggers it, taking 22 (4d10) fire damage. The trap can be spotted with a successful DC 15 Wisdom (Perception) check.
Shield Maiden Protector (Brigitte OW)

#### Resistances

* Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

### Special Abilities

1. Inspiring Leader: Can grant 10 temporary hit points to allies within 30 feet that can hear her.
2. Shield Bash: Can use a bonus action to shove a creature within 5 feet with her shield.

### Actions

1. Multiattack: The Shieldmaiden Protector makes two melee attacks.
2. Healing Mace: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 4) bludgeoning damage, and one ally within 5 feet regains hit points equal to the damage dealt.
3. Defensive Stance: As a reaction when hit by an attack, adds 2 to AC against that attack, potentially causing it to miss.

### Legendary Actions

The Shieldmaiden Protector can take 3 legendary actions, choosing from the options below:

1. Attack: Makes one melee attack.
2. Heal (Costs 2 Actions): Uses Healing Mace to heal an ally.
Roll20 Tips and Tricks

The `/fx` command can be used to create visual effects. It has the following syntax:

```
/fx <Type>-<Color> <Source ID> [<Target ID>]

```

* **Type** can be one of: beam, bomb, breath, bubbling, burn, burst, explode, glow, missile, nova, splatter
* **Color** can be one of: acid, blood, charm, death, fire, frost, holy, magic, slime, smoke, water
* **Source ID** is the id of a token which is the point of origin of an effect.
* **Target ID** is the id of a token which is the point where the effect is focused. It is only required for directed effects and will be ignored by area effects.

Information about the default effects' types and colors, as well as instructions on how to build your own custom effects, can be found on the e Fx Tool page.

**Examples**

* A beam of acid:

```

```

Roll20 Crash Course

Youtube Video on Player Basics

Advanced Mastery Guide (youtube Playlist)
PC action suggestions

This Adventure is yours just as it is everyone else. Doesn't matter if this is your first session or your 5th. Parties can be split, you can go off on your own. You can do whatever you want, just remember the question isn't can I do that, it's *should* I do that*?* Actions have consequences and I am not afraid to kill a character. You shouldn't be afraid of killing your character either! If one dies, you roll a new one. There is no winning or losing in this game, it is all about finding out what happens next, learning more about the game, and having fun. I am not going to sweat the small details, if you action is flavorful and exciting, go for it and see how it plays out, it's all gonna depend on a roll of a dice anyway.

Need Help deciding what to do next? Try one of these suggestions or surprise me with something else!

* Explore the map World Building,Roll Tables
* Read about past adventures and pick up where they left off World Map, Story by Adventure
* Interact with other PCs, any action you take towards another PC, they decide the outcome of that action. Play nice but still play together! Ask them a question about their past life, or what adventures they have been on in this world, or maybe they want to go on an adventure with you. PCs Discord Info
* Battle a monster that has yet to be defeated Monsterdex
* Take a look at the NPCs and see what they might have for sale or what information they have about this world. Any buying/selling of items happen before and after active play, or on the Discord between sessions NPCs Discord Info
Mystical Healer (Kiriko OW)

### Special Abilities

1. Mystical Healing: As an action, can touch a creature to restore 3d8 + 4 hit points.
2. Protective Ward: As a reaction to a creature within 30 feet taking damage, can reduce the damage by 1d10 + 4.

### Actions

1. Healing Wave: As an action, releases a wave of healing energy in a 15-foot radius. Allies in the area regain 2d8 + 4 hit points.
2. Spiritual Strike: Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) force damage.
3. Cleansing Light: Removes all curses, diseases, and poisons affecting a creature within touch range.

### Legendary Actions

The Mystical Healer can take 2 legendary actions, choosing from the options below:

1. Teleport: Teleports up to 30 feet to an unoccupied space it can see.
2. Heal (Costs 2 Actions): Uses Mystical Healing on an ally.
Locations

Locations that may or may not have been visited in adventures.

Lava Realm

Player Castle

## Planes of Dungeons and Dragons

The world of D&D is split up into different Planes. They are all very interesting and unique and should be incorporated into the locations of the map. Since this world is made up of tiles, each tile can be on a different plane. Each of these planes already have lore and monsters built within it, so why reinvent the wheel. Here are links to each of the different planes.

Forgotten Realms Wiki

The Great Wheel

WebDM talking about Planes
Arcane Field Medic (Baptiste OW)

#### Resistances

* Damage Resistances: Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
* Condition Immunities: Disease, Poisoned

### Special Abilities

1. Healing Aura: As an action, emits a 30-ft radius healing aura. Allies within the aura regain 10 hit points at the start of the medic's turn.
2. Combat Medic: Can use a bonus action to heal an ally within 30 feet for 2d8 + 4 hit points.

### Actions

1. Multiattack: The Arcane Field Medic makes two attacks with its Energy Staff.
2. Energy Staff: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) radiant damage.
3. Healing Beam (Recharge 5-6): Targets one ally within 60 feet. The target regains 20 (4d8) hit points.

### Legendary Actions

The Arcane Field Medic can take 2 legendary actions, choosing from the options below:

1. Move: Moves up to half its speed without provoking opportunity attacks.
2. Heal (Costs 2 Actions): Uses its Healing Beam ability.

This stat block and the accompanying image should provide a unique and supportive character for your D&D game.
Forge Specter (Torb OW)

#### Resistances

* Damage Resistances: Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
* Condition Immunities: Poisoned, Exhaustion

#### Senses

* Darkvision 60 ft., passive Perception 16

### Special Abilities

1. Forge Mastery: Can magically create and repair metal objects.
2. Heat Resistance: Has advantage on saving throws against fire and heat-related effects.

### Actions

1. Multiattack: The Forge Specter makes two Warhammer attacks.
2. Warhammer: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage plus 4 (1d8) fire damage.
3. Molten Core (Recharge 5-6): Erupts in a burst of molten metal in a 15-ft radius. Creatures in the area must make a DC 16 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

### Legendary Actions

The Forge Specter can take 2 legendary actions, choosing from the options below:

1. Repair: Repairs itself or a mechanical object, restoring 10 hit points.
2. Forge Strike (Costs 2 Actions): Makes one Warhammer attack with an additional 6 (1d12) fire damage.

This stat block should provide a unique and ch
Creating

Creating is a job that is never finished. It is an imaginary world that can encompass anything and everything. Use one of the templates to create something new, or follow one of the many already created links and start to fill in some blanks. Treasure needs history, NPCs need backstory, Locations need lore. If you want to create a new page, just ensure you have a created category attached so it will link up with existing pages. Look at the bottom of the page of something similar to see what categories are assigned to see where you new page would belong.
Gunslinger Phantom (Ashe OW)

Armor Class: 15 (leather armor)

Hit Points: 98 (14d8 + 42)

Speed: 35 ft.

Skills: Acrobatics +8, Stealth +8, Perception +6

Senses: passive Perception 16

Languages: Common

Challenge: 8 (3,900 XP)

*Sharpshooter.* The gunslinger has a +10 bonus to ranged attack rolls made with its firearm.

*Evasion.* If the gunslinger is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

#### Actions

*Multiattack.* The gunslinger makes two ranged attacks with its firearm.

*Firearm Shot.* *Ranged Weapon Attack:* +8 to hit, range 120/480 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage.

*Explosive Round (Recharge 5–6).* The gunslinger fires an explosive bullet. All creatures within a 10-foot radius of the target must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

*Quick Draw.* Once per turn, when the gunslinger makes a firearm attack against a creature that hasn't taken a turn in the combat yet, it has advantage on the attack roll.
Angelic Healer (Mercy OW)

#### Resistances

* Damage Resistances: Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
* Condition Immunities: Charmed, Exhaustion, Frightened

#### Senses

* Darkvision 60 ft., passive Perception 20

### Special Abilities

1. Healing Touch: Can heal a creature it touches for 3d8 + 5 hit points.
2. Radiant Resilience: Immune to diseases and has advantage on saving throws against being poisoned.

### Actions

1. Multiattack: The Angelic Healer makes two attacks with its Radiant Staff.
2. Radiant Staff: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 4) radiant damage.
3. Healing Beam: As an action, heals one creature within 60 feet for 4d8 + 5 hit points.

### Legendary Actions

The Angelic Healer can take 3 legendary actions, choosing from the options below:

1. Move: Moves up to half its speed without provoking opportunity attacks.
2. Radiant Strike (Costs 2 Actions): Makes one Radiant Staff attack.
Gyrasphere (wrecking ball OW)

#### Description

The Gyrasphere is a spherical, mechanical construct, designed for battle. It's both agile and heavily armored, capable of transforming between a rolling form for rapid movement and an open form for combat. In its open form, it reveals numerous weaponry and a ferocious creature, perhaps a goblin or a small orc, operating it from within.

#### Large Construct, Unaligned

Armor Class: 17 (Natural Armor)

Hit Points: 136 (16d10 + 48)

Speed: 30 ft., climb 30 ft. (in rolling form)

#### Abilities

* STR: 18 (+4)
* DEX: 14 (+2)
* CON: 16 (+3)
* INT: 12 (+1)
* WIS: 10 (+0)
* CHA: 6 (-2)

#### Condition Immunities

Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

#### Languages

Understands the languages of its creator but can't speak

#### Special Abilities

* Shapechanger: The Gyrasphere can switch between its rolling and combat forms as a bonus action.
* Siege Monster: The Gyrasphere deals double damage to objects and structures.

#### Actions

* Multiattack (Combat Form Only): The Gyrasphere makes two Slam attacks.
* Slam (Combat Form Only): Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d8 + 4 bludgeoning damage.
* Rolling Charge (Rolling Form Only): The Gyrasphere moves up to its speed in a straight line and can move through the space of any creature smaller than Large. Each creature in its path must make a DC 16 Dexterity saving throw or take 3d10 bludgeoning damage and be knocked prone.

#### Legendary Actions

The Gyrasphere can take 3 legendary actions, choosing from the options below:

* Attack: The Gyrasphere makes one Slam attack (only in combat form).
* Roll Out (Costs 2 Actions, Rolling Form Only): The Gyrasphere moves up to its speed.
* Repair (Costs 3 Actions): The Gyrasphere regains 2d8+3 hit points.

The Gyrasphere is a versatile and formidable opponent, capable of quickly traversing the battlefield and dealing significant damage in both of its forms. It's a unique challenge for any adventuring party.
Luggage

## Description

Can range from a tiny construct to fully grown, made out of a sentient tree this majestic creation can carry up to four hundred pounds, six cubic feet or one medium sized terrified creature. Luggage is vulnerable to fire. Luggage can attempt to bite or slam an enemy at 1d8 of piercing or slashing damage. Luggage can grow from a tiny construct to full ottoman sized. To keep it useless recommended to use stats of tiny construct.
Discord Info

Invite to Discord Server for Voice Chat and other shenanigans: https://discord.gg/eGVK5pN

Once joined you will need to type "***accept***" in the rules and verification channel before you can gain full access to the server and prove you are not a bot.

Find your way down the (extremely long) list of channels to find DND. You may find it useful to minimize the other Categories until you reach Dnd. Then enter DnD main for the Voice chat (the one with the speaker icon).

There are other DMs in my server so I don't use the other text channels as much, Roll20 chat window provides more functionality with the macros that are set up. If you want to use these channels between games, you are more then welcome.

The other channels and rooms are a bunch of chat games or bot games, look at the pinned post at the beginning of each channel to see the rules of the room and how to play. Don't be afraid to get something wrong or reach out to @mod for questions or concerns.
Zorya Volkanova (Zarya OW)

Hit Points: 75 (10d10 + 20)

Speed: 30 ft.

#### Special Abilities

* Gravity Hammer: Zorya's weapon attacks are made using her Gravity Hammer, which deals an extra 1d8 force damage on a hit.
* Tactical Mind: Zorya has advantage on Intelligence (Tactics) and Wisdom (Insight) checks related to combat strategy.
* Second Wind (1/Short Rest): As a bonus action, Zorya can regain 1d10+5 hit points.

#### Actions

* Multiattack: Zorya makes two attacks with her Gravity Hammer.
* Gravity Hammer: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d10 + 4 bludgeoning damage plus 1d8 force damage.
* Gravity Surge (Recharge 5-6): Zorya creates a localized gravity field within 20 feet. Each creature in the area must succeed on a DC 15 Strength saving throw or be pulled up to 10 feet toward Zorya and have their speed halved until the end of their next turn.

#### Legendary Actions

Zorya can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zorya regains spent legendary actions at the start of her turn.

* Attack: Zorya makes one Gravity Hammer attack.
* Command Ally (Costs 2 Actions): Zorya directs an ally she can see within 30 feet of her, allowing the ally to immediately take a reaction to make one weapon attack or move up to its speed.

This stat block transforms Zorya into a formidable encounter for a party of adventurers, balancing her offensive capabilities with tactical acumen.
Mystical Bard (Lucio OW)

### Special Abilities

1. Sonic Amplifier: Can emit a burst of sound as an action, dealing 2d8 thunder damage to all enemies within a 15-foot cone.
2. Healing Rhythm: As a bonus action, emits a rhythmic sound that heals allies within 30 feet for 2d6 hit points.

### Actions

1. Multiattack: The Mystical Bard makes two attacks with its Sound Blaster.
2. Sound Blaster: Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) thunder damage.
3. Wall of Sound: Creates a wall of sonic energy. Provides half cover and deals 1d6 thunder damage to enemies passing through it.

### Legendary Actions

The Mystical Bard can take 2 legendary actions, choosing from the options below:

1. Move: Moves up to half its speed without provoking opportunity attacks.
2. Sonic Blast (Costs 2 Actions): Uses its Sonic Amplifier ability.
Editor

When the creativity is flowing, sometimes it is hard to stop to make sure everything is spelled correctly and following every grammar rule. So we need people who are good and spotting these things out and editing them to help future readers of the content.Formatting on this wiki isn't as easy as a run of the mill word processor either. Some would prefer to use the source editing and visual editing, this can cause weird gaps and spacing when you aren't familiar and just trying to focus on recording the most recent adventure. If you see a page that could use some work, it would be a great help to jump in and delete the extra gap or format the page using a bit source editing magic. Developing templates for pages such as monsters,treasure, and Locations makes it easier for other people to contribute new items without worrying about the format of their post. Current template are:

Monster Template

Treasure Template

NPC Template

Location Template

Character Template

These templates can be used, added to, or improved upon.
NULL

**Malware**

This file is commonly used for spreading malware or viruses onto other computers. To prevent this from happening to you, ***NEVER*** double-click (or download) a .NULL file unless the source is valid or trusted.

`<< NUD **NULL** NUMBERS >>`

## Null Ransomware Encrypted File

### Format

*N/A*

A **.NULL** file is a file related to the Null ransomware. The ransomware will change all of the files on the computer to have a .NULL file extension. When you see a .NULL extension somewhere, and you change it back, it will not revert it back, as the data of the file has already been encrypted.

## Information

Null is a type of malware created by cyber criminals that encrypts all of a computer's files hostage and forces them to pay a ransom (usually BitCoin) to unlock them. It is often downloaded onto a computer through an eMail or malicious files.

The Null ransomware will encrypt the files and add the **.null** to the end of it. The targeted files are usually images, documents, backup files, videos, and more. Common file extensions could be .DOCX, .JPG, .MP4, and .DB files. An example could be **beautifulvideo.mp4** would be changed to **beautifulvideo.mp4.null**.
Shadowblade Ninja (Genji OW)

Armor Class: 17 (studded leather, stealth armor)

Hit Points: 104 (16d8 + 32)

Speed: 40 ft.

Skills: Acrobatics +9, Stealth +9

Senses: passive Perception 11

Languages: Common, Elvish

Challenge: 10 (5,900 XP)

*Ninja Agility.* The ninja can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.

*Evasion.* If the ninja is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

#### Actions

*Multiattack.* The ninja makes two attacks with its katana or four attacks with its shurikens.

*Katana.* *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 8 (1d6 + 5) slashing damage.

*Shuriken.* *Ranged Weapon Attack:* +9 to hit, range 20/60 ft., one target. *Hit:* 7 (1d4 + 5) piercing damage.

*Smoke Bomb (Recharge 5–6).* The ninja throws a smoke bomb at its feet. The area in a 10-foot radius around the ninja is heavily obscured until the end of its next turn. While in the smoke, the ninja can take the Hide action as a bonus action.
Atramor the Shapeshifter (Ramattra OW)

#### Description

Atramor the Shapeshifter is a formidable entity born from ancient magic and technology. He was once a guardian of a lost civilization, able to transform his body into different forms, each with its own set of powers.

#### Huge Construct (Shapeshifter), True Neutral

Armor Class: 17 (Natural Armor) Hit Points: 195 (17d12 + 85) Speed: 30 ft., climb 20 ft.

#### Abilities

* STR: 20 (+5)
* DEX: 16 (+3)
* CON: 20 (+5)
* INT: 18 (+4)
* WIS: 14 (+2)
* CHA: 12 (+1)

#### Damage Immunities

Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

#### Condition Immunities

Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

#### Senses

Darkvision 120 ft., passive Perception 17

#### Special Abilities

* Shapeshift: As a bonus action, Atramor can transform between his nimble form and his fortified form.
* Nimble Form: Increased DEX (+3 to AC, +3 to DEX saving throws, additional 20 ft. of movement).
* Fortified Form: Increased STR (+5 to melee attack and damage rolls, damage reduction of 3 for all nonmagical attacks).

#### Actions

* Multiattack: In nimble form, Atramor makes three melee attacks. In fortified form, he makes two melee attacks.
* Slam: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3d8 + 5 bludgeoning damage (nimble form) or 4d8 + 5 bludgeoning damage (fortified form).
* Energy Beam (Recharge 5-6): Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 4d10 radiant damage.
* Barrier (3/Day): Atramor creates a magical barrier that grants him a +5 bonus to AC until the start of his next turn.

#### Legendary Actions

Atramor can take 3 legendary actions, choosing from the options below:

* Detect: Atramor makes a Wisdom (Perception) check.
* Teleport (Costs 2 Actions): Atramor magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
* Disrupt (Costs 3 Actions): Atramor emits a disruptive pulse. Each creature within 30 feet must make a DC 18 Constitution saving throw, taking 4d6 force damage on a failed save, or half as much damage on a successful one.
Sir Lance the Valiant (Reinhardt OW)

#### Description

Sir Reinhardt the Valiant is an imposing knight known for his unbreakable will and honor. Clad in enchanted armor and wielding a massive mace that can shatter stone, he stands as a bulwark against the forces of darkness.

#### Large Giant (Knight), Lawful Good

Armor Class: 18 (Plate Armor, Shield) Hit Points: 142 (15d10 + 60) Speed: 30 ft.

#### Abilities

* STR: 22 (+6)
* DEX: 10 (+0)
* CON: 18 (+4)
* INT: 12 (+1)
* WIS: 15 (+2)
* CHA: 17 (+3)

#### Damage Resistances

Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

#### Special Abilities

* Indomitable (Recharge 5-6): Can reroll a saving throw that he fails but must use the new roll.
* Champion's Guard: Reinhardt can use his shield to impose disadvantage on attack rolls against creatures within 5 feet of him until his next turn.

#### Actions

* Multiattack: Sir Reinhardt makes two melee attacks with his mace.
* Enchanted Mace: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d8 + 6 bludgeoning damage, plus 1d6 radiant damage.
* Charge (Recharge 5-6): Sir Reinhardt moves up to 30 feet in a straight line and can then make one mace attack with advantage. If the attack hits, the target takes an extra 2d8 bludgeoning damage and must succeed on a DC 18 Strength saving throw or be knocked prone.

#### Legendary Actions

Sir Reinhardt can take 3 legendary actions, choosing from the options below:

* Attack: Sir Reinhardt makes a mace attack.
* Bulwark (Costs 2 Actions): Sir Reinhardt adds +3 to his AC until the start of his next turn, reflecting all projectiles that miss him back at the attacker.
* Shatter (Costs 3 Actions): Sir Reinhardt slams his mace into the ground, causing a shockwave. All creatures within 10 feet must make a DC 18 Strength saving throw or take 3d6 thunder damage and be knocked prone.
Gunslinger Outlaw (Cassidy OW)

Armor Class: 16 (studded leather)

Hit Points: 110 (13d8 + 52)

Speed: 30 ft.

Skills: Acrobatics +8, Perception +6, Stealth +8

Senses: passive Perception 16

Languages: Common

Challenge: 9 (5,000 XP)

*Quick Draw.* The gunslinger can draw and fire its weapon as part of the same attack action.

*Deadeye Shot.* Once per turn, the gunslinger can target a creature's weak point. If the attack hits, it deals an extra 14 (4d6) damage.

#### Actions

*Multiattack.* The gunslinger makes two revolver attacks or uses Fan the Hammer twice.

*Revolver.* *Ranged Weapon Attack:* +8 to hit, range 40/120 ft., one target. *Hit:* 10 (1d10 + 4) piercing damage.

*Fan the Hammer (Recharge 5–6).* The gunslinger rapidly fires its revolver, making a ranged attack against any number of creatures within 10 feet of a point it can see within range. Each attack uses the gunslinger's full attack bonus and deals 10 (1d10 + 4) piercing damage.

*Dive Roll (Recharge 4–6).* The gunslinger moves up to 15 feet in a straight line without provoking opportunity attacks. After the roll, it can make one revolver attack.
Realm Background

When I was little, I had my own imaginary world ruled by my own created hero, Super Anybody. They were so powerful they could do literally anything they wanted, but chose not to because, well, what is the fun in that. This is so they could have any power I found cool at the time, or take shape as whatever video game character I was playing, but always with self imposed limits. As my Dad used to say "Would the game be fun if you could just press start to win?" referring to a Game-Genie at the time (Wow that feels like a dated reference). I started to create this world populated with enemies from all sorts of games, characters from TV shows and movies, with my own variations and creations thrown into the mix. Soon as I played something new or found a new show, a universe was created in my game and a portal would be linked between them and my universe.Now as an adult, I have a *couple* more references to draw from, plus all I am learning about the wondrous worlds and planes of D&D.

The party are all from the same universe. They may recognize one another, seen them around their city, or maybe from a different continent all together and never ran into each other before.

You have been in this realm for just a day, getting your grips on what is happening and taking note of the strange creatures and unique geography you have never seen before. Even though it has been only a short time, you have noticed how quickly things change around here. Seems like around every corner the climate changes, yet the weather is strangely the same(please ask if you need to know the difference between weather and climate considering how important it is nowadays). As your first nightfall approaches, you run across a broken down castle with familiar faces setting up camp and trading stories. First time you have seen anything that resembles home since you got here. While chatting with the inhabitants, you discover no one has been here much longer then you, maybe only by a day or so, a week at most. One of the first heroes, Ayla, had the idea to ward the camp to create a safe space to regroup and create sort of base of operations. Some of the heroes have ventured out and recorded their tales in books and scrolls found throughout the base. Locations of discovered monsters or notable structures have been craved on a map on one of the castle walls. You however witness a couple of young adventurers  drawing on the map and giggling, so the validity of the entire map is questionable. You take the rest of the night to rest up and read some of the books you see close by. Tomorrow is a fresh start in a new place, anything could happen.
Historian

After each adventure, lots will need to be recorded.Story by Adventure keeps track of each session. These can be added to overtime if you see something has been forgotten, or if you want to add your own point of view of the story. The first paragraph should be an overview narrative of the adventure, then followed by any play stories.

If any new map tiles are added, the World Map will need to be updated.

If the party into any NPCs will need to be updated. Monsters will need to be updated on the Monsterdex or if any Treasure was obtained.
Tips on how to contribute

The world of Tye Crawl is ever expanding so there is a constant need for new NPCs, Loot, Locations,etc. Add your own piece of creativity to any page you feel comfortable in. There is also a need for edits of current pages, so they are easier to understand or read better. A Wiki is a community effort and will be used to fuel the content while we run an adventure in Tye-Crawl. Here are a few suggestions on what you can action or actions you can do that will contribute to the quality of the wiki.

* Spell Check and Editing Editor
* Creating links to internal or external pages Linking
* Creating new content and filling in the blanks Creating
* Recording the history of events that have happened in the past, either in past play sessions, or give back stories to items and monster. Historian
* Art and Visuals Artist

These are just suggestions and tips! Add anything else you see that could improve the community, it is our adventure to build!
Rock of Healing

## Description

A simple smooth rock with a glyph of healing symbol on it. As a bonus action the rock and be smacked into anybody within smacking distance. On a hit roll 1d6 and on a 3 or higher the rock heals them for 1hp, on a 2 or lower the rock inflicts 1 bludgeoning damage. Rock has 10 charges, all 10 charges can be used in one action, rock recharges daily.
Mona and the Boxing

**Mona and the Boxing** is an B part of season 5 and episode 37.

## Summary

After George Jamell, Lawrence and the other kids loses their champions, it was up to Mona and Zapman to be tough to beat up Paul "The Big Show" Wight.

## Voice Cast

1. Emma Taylor-Isherwood as Mona Parker
2. Evan Smirnow as Charley Bones
3. Jim Cummings as Ring Announcer
4. Paul "The Big Show" Wight as Himself
5. John Cena as Himself
6. Booker T as Himself
7. Titus O'Neal as Himself
8. Stone Cold as Himself
9. The Rock as Himself
List of Approved Race from dandwiki.com

These races have been reviewed by a GM of Tye Crawl and available for use in the Tye Crawl campaign setting. All links point to pages with more details from danddwiki.com

* Aarongar
* Alraune
* Sobruaro
* Nocturne
* Celtic Born
* Aarongar
* Alraune
* Sobruaro
* Nocturne
* Celtic\_Born
* A.I.
* A\_Bee
* Abomasnow
* Ahsri
* Airrans
* Alastor
* Alcremie
* Alien\_Grey
* Aligotarian
* Aligrine
* Aloii
* Altine
* Amaltel
* Amazon
* Ambis
* Animated\_Armor
* Arboren
* Awakened\_Aqua
* Awakened\_Flame
* Badgerfolk
* Beeholder
* Black\_Eyes
* Bloodraven
* Blueveined
* Cactian
* Candlehead
* Camelfolk
* Cloudshifter
* Clown
* Crabfolk
* Critterfolk
* Crustacheae
* Cutebold
* Darshroom
* Devilkin
* Dnilb
* Droll
* Dryad
* Dwelf
* Elf Orc
* Elftar
* Fairy,\_Variant
* Feyling
* Fireborn
* Fishfolk
* Flowey
* Frogfolk
* Gargoyle,\_Variant
* Half-Dryad
* Half-Dwarf
* Half-Fairy
* Half-Gnome
* Half-Tabaxi
* Harpy
* Hippokin
* Hog Folk
* Horsefolk
* Iceborn
* Kuriboh
* Jakello
* Lepidfolk
* Leprechaun
* Lionfolk
* Lycan
* Mobian
* Moldaren
* Mossfolk
* Mudcrawler
* Navigator
* Nymph
* Oakera
* Oozeling
* Otterfolk
* Owlborn
* Pandafolk
* Polar Owl
* Porcelain\_Doll
* Pterafolk
* Pump-Kin
* Rabbitfolk
* Ratfolk
* Rhinokin
* Salamanderfolk
* Satyr
* Scorpionem
* Seiddrow
* Slimelings
* Snowfolk
* Squirrelfolk
* Tigerfolk
* Trollkin
* Turtlefolk
* Vulcan
* Wolfborn
* Ant
* Chimpanzee
* Pancake\_Golem
* Werechicken
Staff of Serendipity

## Description

An umbrella that can serve as an +1 arcane focus once attuned to. Three times per day the umbrella can use it’s user’s reaction to increase their armor class by 3. Daily make a DC 10 wisdom save, on fail the user believes the Staff can allow them to fly until their talked out of it DC10 or proven wrong the hard way.
Blink Stalker (Tracer OW)

#### Resistances

* Damage Resistances: Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
* Condition Immunities: Charmed, Paralyzed

#### Senses

* Darkvision 60 ft., passive Perception 16

### Special Abilities

1. Blink: As a bonus action, can teleport up to 30 feet to an unoccupied space it can see.
2. Chronal Distortion: Once per day, can rewind time to negate any damage taken in the last round.

### Actions

1. Multiattack: The Blink Stalker makes two Blink Blade attacks.
2. Blink Blade: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 5) slashing damage plus 9 (2d8) force damage.
3. Temporal Disruption: Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 13 (3d6 + 3) psychic damage, and the target's speed is halved until the end of its next turn.

### Legendary Actions

The Blink Stalker can take 2 legendary actions, choosing from the options below:

1. Blink Strike: Makes one Blink Blade attack.
2. Temporal Shift (Costs 2 Actions): Teleports up to 30 feet and makes a Blink Blade attack immediately after teleporting.
Artist

We are playing an imaginary game in a visual space, art assets are always going to be the most valued contribution. It takes only a degree of the time to write up a magical item or NPC as it takes to draw on. Even monsters or Treasure that have been used before most likely have been borrowed from an external source. To be able to use art from the players and community would create something truly special. Most pages should have a placeholder for an image to be added. Remove the placeholder and add your image to the page. Even if one is there already, there can always be more then one kind of object in the world or species of monster. Populating the world with community NPCs would be an incredible feat. This wiki will do whatever it can to aid the artist in making contributing easy.

To add an image, look first to see if the page you are are contains a gallery, if it does, add an image using those instructions to add you image.

If a page does not have a gallery, edit source at the top of the page and find the add image button in the editor bar. Add the image to the bottom of the page with the header "Images" if you are unsure on how to properly format the image on the page. Don't stress. Add the image to the page and someone from the Editor team will align the image.
Captain Zapman

**Captain Zapman** is an B part of episode 24 and season 6 of Mona the Vampire.

## Summary

Zapman and Mona were pirates to go treasure island.

## Cast

1. Emma Taylor-Isherwood as Queen Mona (dressed as Sarah Hawkins)
2. Justin Bradley as King Charley (dressed as Captain Hook)
3. Frank Welker as Mona's Horse (Totally) and Zapman's Horse (Triumph)
4. Jim Cummings as Long John Silver
Railgun Revenant (Sojourn OW)

#### Resistances

* Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
* Condition Immunities: Charmed, Exhaustion, Frightened

#### Senses

* Darkvision 60 ft., passive Perception 15

#### Languages

* Understands Common and one other language but can't speak

### Special Abilities

1. Cybernetic Phasing: Can move through other creatures and objects as if they were difficult terrain. Takes 5 (1d10) force damage if it ends its turn inside an object.
2. Railgun Arm: Ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. Hit: 22 (4d10) radiant damage.

### Actions

1. Multiattack: The Railgun Revenant makes two Railgun Arm attacks.
2. Spectral Slash: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage.
3. Terrifying Visage: Each non-undead creature within 60 feet that can see the revenant must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute.

### Legendary Actions

The Railgun Revenant can take 2 legendary actions, choosing from the options below:

1. Move: The Railgun Revenant moves up to its speed without provoking opportunity attacks.
2. Railgun Shot (Costs 2 Actions): The Railgun Revenant makes one Railgun Arm attack.

This stat block and the accompanying image should provide a challenging and visually engaging encounter for your D&D game.
Weapon of Eternal Forge

## Description

A mystical glowing short-sword of unusual property. Functions as a -1 sword for all attacks and damage rolls, breaks entirely on natural 1s. Mends itself in one day though, sword appears to be attempting to reforge itself constantly through magic due to the creator being convinced the magic will work itself out eventually.
Weather Table

Types of weather that are currently on the weather table. Weather is rolled at the beginning of each adventure and persists through each map tile regardless of how much "sense" things make. The weather is to be assumed whatever was rolled at the beginning of the session unless an item or spell says otherwise.

* Sun
* Rain
* Snow
* Sleet
* Slight Wind
* Fog
* Harsh Sun
* Gusty
* Frigid Cold
* Blizzard
* Thunderstorm
* Gail Force Winds
* Cloudy
* Sharknado
Charley Bones

## Character information

### Appearance

Slender, fair skin, glasses, purple cape, purple vest with two tattered, purple shirt, black belt, blue pants, grey boots.

### Occupation

Prince of the Around the World (in Disney)

### Relatives

Lenny Parker (father)
Mrs. Parker (mother)
Mona Parker (wife; sister)

### Fate

Married by Mona.

**Charley Bones** is the deuteragonist of Cinar and the main protagonist of Disney television series *Mona the Vampire*.
Mystical Monk (Zenyatta OW)

#### Resistances

* Damage Resistances: Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
* Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

#### Senses

* Darkvision 60 ft., passive Perception 18

### Special Abilities

1. Tranquility: Can cast 'Calm Emotions' at will, without requiring material components.
2. Orb of Harmony: As a bonus action, can heal one creature within 60 feet for 2d8 + 4 hit points.

### Actions

1. Multiattack: The Mystical Monk makes two melee attacks.
2. Enlightened Strike: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 5) bludgeoning damage plus 7 (2d6) radiant damage.
3. Orb of Discord (Recharge 5-6): Targets one creature within 60 feet. The target takes an extra 1d6 radiant damage from all attacks until the start of the Monk's next turn.

### Legendary Actions

The Mystical Monk can take 2 legendary actions, choosing from the options below:

1. Move: Moves up to its speed without provoking opportunity attacks.
2. Radiant Bolt (Costs 2 Actions): Fires a bolt of radiant energy at one target within 60 feet. Ranged Spell Attack: +8 to hit, Hit: 13 (3d6 + 3) radiant damage.
Scrapyard Warlord (Junkerqueen OW)

Armor Class: 18 (makeshift armor)

Hit Points: 162 (18d10 + 72)

Speed: 30 ft.

Saving Throws: Str +9, Con +8

Skills: Athletics +9, Intimidation +7

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Senses: passive Perception 11

Languages: Common

Challenge: 10 (5,900 XP)

*Augmented Survivor.* The warlord has advantage on saving throws against being poisoned, and it has resistance to poison damage.

*Wasteland Cunning.* The warlord can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.

#### Actions

*Multiattack.* The warlord makes three attacks with its makeshift weapon.

*Makeshift Axe.* *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage.

*Commanding Shout (Recharge 5–6).* The warlord shouts commands to its allies. Each non-hostile creature within 30 feet of it that can hear it (not including itself) gains 10 temporary hit points.

*Scrap Grenade (Recharge 5–6).* The warlord throws a homemade grenade at a point it can see within 60 feet. Each creature within 20 feet of that point must make a DC 16 Dexterity saving throw, taking 22 (4d10) piercing damage on a failed save, or half as much damage on a successful one.
D&D 5e Quicklinks

Movement, Actions, Bonus Actions, Reactions, Conditions, Environmental Effects - Quick Reference   Detailed

Short/long rest, Death and Dying, Advantage/Disadvantage, Saving Throws, Skill/Ability Checks, Combat Actions - Info  Combat Reference

Combat Cheat Sheet FlowChart

Player reference with PHB pages - 4 pages

Leveling character Player Advancement       Classes
Monsterdex

**Defeated**

Giant Fire Beetle

Giant Frog

Dragonwing

Invisible Stalker

Hell Hound

**Fled**

Shield Guardian

**Not Battled**

Baby Blue Dragon

Momma Blue Dragon

Fire Giant

Fire Elemental

Zorya Volkanova (Zarya OW)

Gyrasphere (Wrecking Ball OW)

Dr. Gorion Winstell (Winston OW)

Magister Gravitas (Sigma OW)

Tharok the Chainbreaker (Roadhog OW)

Sir Lance the Valiant (Reinhardt OW)

Mechanical Guardian (Orisa OW)

Scrapyard Warlord (Junkerqueen OW)

Gauntlet Titan (Doomfist OW)

Atramor the Shapeshifter (Ramattra OW)

Gunslinger Phantom (Ashe OW)

Transforming War Machine (Bastion OW)

Gunslinger Outlaw (Cassidy OW)

Skyward Sentinel (Echo OW)

Shadowblade Ninja (Genji OW)

Wandering Bowmaster (Hanzo OW)

Mad Bomber (Junkrat OW)

Shadow Assassin (Reaper OW)

Railgun Revenant (Sojourn OW)

Tactical Wraith (Soilder 76 OW)

Shadow Hackwitch (Sombra OW)

Prism Arcanist (Symmetra OW)

Forge Specter (Torb OW)

Blink Stalker (Tracer OW)

Shadow Sting Sniper (Widow Maker OW)

Mystic Marksman (Ana OW)

Arcane Field Medic (Baptiste OW)

Shield Maiden Protector (Brigitte OW)

Mystical Healer (Kiriko OW)

Mystical Bard (Lucio OW)

Angelic Healer (Mercy OW)

Mystical Monk (Zenyatta OW)

Skyward Rocketeer (Pharah OW)

Ice Controller (Mei OW)