recursal/Fanatic-Fandom huggingface dataset:
The Dark Sentinel

*A cracked and crumbling effigy protects a hidden sanctuary near an underground river, a remnant of a dark and primeval legacy. The stones seem to have been vandalized and then forgotten, enduring mockery from servants of fire and the apathy of wandering beasts.*

NAME - The Dark Sentinel

CHALLENGE RATING - 9

SLAIN BY - Kain

BEHAVIOUR

- The sentinel seems to be an inanimate broken statue until someone approaches the serpent it guards, then rises to fight.

- The sentinel attempts to divide his attacks between all enemies within reach, as well as regularly using his breath darkness ability on those same enemies.

- When reduced to half health, the sentinel enters a rage and gets a +2 to attack and damage, though a -2 penalty to armour class.

SUGGESTED APPROACH

The sentinel is difficult to attack and extremely dangerous, but his hit points are fairly low. If characters can bypass his damage reduction the battle becomes much easier, but it is worth remembering that confusion does not necessarily prevent a character from helping. That being said, strengthening will saves is a necessary strategy.

STATISTICS - Dark Sentinel - Unique Large Construct 9 HP49 Initiative+0 Speed30(6) AC22(T9,FF21) Abilities21,11,-,2,6,13 Save+3/+3/-1 2 slams+9(2d6+4+permanent confusion DC17) SQ Reach 10, DR20/+2, SR19, Breath Darkness (Confusion, will DC17, free action/d4 rounds) REWARDS - 3600 souls, Soul of the Dark Sentinel, two humanities

THE DARK SENTINEL SOUL - It is possible to create a weapon with a masterwork weapon, a casting of confusion by a seventh level wizard, the soul of the Dark Sentinel, and 1000 souls. The weapon has a chance (Will DC15+half player level) to confuse an enemy if it hits for a round, as well as granting the wielder a +2 bonus to damage when he is below half health. The soul can be consumed for 3000 souls. A capable blacksmith requires only 5000 and the soul itself.
Chao Wei

**Chao Wei** est un spécialiste en biologie Typhon travaillant au sein de la base lunaire de Pythéas.

## Biographie

Wei travaille en tant que biologiste spécialisé en organismes Typhons au sein du Laboratoire Pythéas. Il se voit confier par Kenneth McAlister un Mimic dont le comportement paraît étrange, que Wei confie à son tour à sa collègue Kristen Schwanholz. Cette dernière, évoquant une théorie de Rory Manion concernant la duplication des Mimics, demande à Wei de l'appeler. Wei apprend alors que le Mimic en question ne cesse de faire apparaître des chaussures et, reprenant la théorie de Manion, ils font l'hypothèse qu'ils pourraient ouvrir un portail vers la Terre et envisagent de mener des expériences avec la permission de Riley Yu.

Wei décède lors de l'invasion des Typhons, tué soit par l'une des créatures extraterrestres soit par des volontaires qui ont cherché à s'enfuir de la base.

## Données

### E-mails

#### Reçus

* Transfert de Mimic en isolement
* Re : Urgent
The Hollow Hound

*The knight's faithful hound followed him on his voyage across the sea, and stood guard over his tomb for years after his fall.*

CR2 HP16 Initiative+9 Speed50(10) AC16(T14,FF12) Bite+5(d6+3+tripDC14) DR5/blunt,darkvision, cold immunity Savage the Fallen+d6 Saves+0+3+3 Abilities17,17,-,-,10,14 Rewards: 500 souls, Collar of the Watchful Hound, alluring skull Slain by Nathan
The Rust Monster

*This curious creature is drawn to steel the way rats are drawn to corpses. Some have observed that it seems to resemble the monstrous arthropods of Chur Gor, a strange and distant desert land.*

CR3 Rust Monster - Slain by Siegfried HP27 Initiative+3 Speed40(8) AC18(T13,FF15) Bite+3/+3(rust+d3+d4acid) SQ Darkvision, scent, corrosive secretions Saves+2+4+5 Abilities10,17,13,2,13,8

The rust monster's corrosive secretions destroy mundane metal armour worn by those it bites, and have a 50% chance to destroy mundane metal weapons that damage it.
The Minecrawler Queen

*So many foreign feet tread through this earth, so many unwelcome intruders. The undead know the true denizens of these deeps not by their strength, but by their fury.*

CR7 Minecrawler Queen - Large Beast7 HP69 Initiative+0 Speed-30(6) AC18(T9,FF18) Bite+11/+6(2d6+7+d4acid) Abilities21,10,17,1,13,6 Saves+11+4+3 SQ Darkvision, tremorsense, Acid stream line 3/day 8d4 DC18 Slain by Nathan Rewards - 2000, two titanite shards, Archtree Bark Pendant
Ash Lasair

**Ash Lasair** est une chargée de fret à bord de Talos I.

## Biographie

Lasair travaille à la zone de fret de Talos I, et gère notamment la distribution des marchandises reçues au sein des différentes sections de la station. Elle doit notamment gérer un appel d'Eric Berger, dont la livraison d'un colis a été retardée en raison d'une panne. Elle tente également de rétablir l'ouverture de la porte du chargement des T.E.G. avec l'aide d'Edward Douglas. Lasair meurt pendant l'invasion des Typhons, écrasée sous une plateforme de fret.
The Arrow Demon

*The proud and virtuous knights of Kavosh fought for years to hold the hordes of squirming fiends at bay. The Princes recognized the strength of such fervour, and rewarded it with the gift of the transforming flames.*

CR7 Arrow Demon - Medium Demon10(chaotic, evil) HP135 Initiative+4 Speed40(8) AC19(T14,FF15) Arrows+15/+15/+10/+10(2d6+6) or 4 claws+15(d6+5) SQ DR5/good, acid immunity, SR17, fire immunity, electricity resistance 10, precision, perception+16, sense motive+16 Abilities21,19,29,14,16,12 Saves+16+11+10 Slain by Kain Rewards - 2400 souls, Two Demon Bows, rusted coin
Ring of the Hunter's Leap

*Those who know they are being hunted sleep with one eye open. When their attention slips for a moment, the true hunter must be ready to strike without hesitation and with perfect precision.*

This ring is found after killing the Adhesive Mimic. It grants a +2 damage on plunging attacks and +5 competence bonus to jump checks. It is worth about 4000 souls and can also be upgraded to provide charisma bonuses.
Potbelly Demon

*The lives of these demons are brief and filled with pain - the weakest have few beneath them to torment. Their uncaring masters work them to the edge of collapse and order them into combat without care for casualties, as their primary contribution is merely to spill their acidic guts over their enemies.*

CR1 Potbelly Demon - Small Demon1 HP4 Initiative+0 Speed20(4) AC14(T11,FF14) Pickaxe+2(d6/x4) and bite +0(d4) Abilities10,10,10,3,3,3 Saves+2/+2/-2 SQ DR5/+1, Immune Acid and Fire, Death Throes d6 acid (DC20 reflex full) Rewards - 300 souls, 20% titanite splinter
Angela Diaz

**Angela Diaz** est une technicienne en neuromods travaillant à bord de Talos I.

## Biographie

Diaz travaille en tant que technicienne au département neuromod de Talos I. Lors de l'invasion des Typhons, elle tente d'utiliser l'un des modules d'évacuation du Support de vie. Toutefois, le module dysfonctionne, l'écoutille ne se fermant pas entièrement, et Diaz se retrouve ainsi piégée à l'intérieur. Elle est finalement tuée par un Mimic supérieur caché dans le module.
Tooth of a Beast

These items can be used to increase the damage dealt by a particular weapon by 1 for one encounter (they stack up to three times). Alternatively, they can be used before an attack is made to add d6 damage to that attack.

*When closely examined, the bodies of the creatures from the painted forest indicate not organic life but artifice. Residual power sometimes lingers in the teeth of these eerie simulacrums.*
The Traitor's Blade

*This blade is wickedly sharp, but was cursed when the bearer broke faith with Jesred and made covenant with the servants of the abyss.*

This shortsword (d6/19-20) grants 3d6 sneak attack damage when enemies are vulnerable to it (this stacks with any sneak attack ability the holder might have). It can be reinforced with titanite. However if the player holding the sword rolls a natural 5 or lower when attacking he roll a will save (DC10+ their level) or instead attack an adjacent ally or himself (randomly determined). Everyone is considered flat-footed for the purposes of those attacks. Uncanny dodge cannot protect the wielder from these attacks, though it can protect his allies. The sword cannot be released once grasped without breaking its curse. It is found in a pool in the Gloom Garden.
Rod of the Panther

*An antique from a foreign land, plucked from the hand of a corpse.*

This light one-handed weapon deals d6 bludgeoning and slashing damage and can be upgraded with titanite. It also contains 20 charges, each one of which can be used to summon a black panther for combat or utility purposes. Each time the weapon is upgraded the panther becomes stronger. It is found after defeating the Scumsucker.

CR2 Panther - Medium Animal3 HP19 Initiative+4 Speed40(8) AC15(T14,FF11) Bite+6(d6+3) and 2 claws+1(d3+1) SQ Pounce, rake d3+1, scent, darkvision Abilities+5/+7/+2 Abilities16,19,15,2,12,6
Baster0

Witam, tutaj ja Baster0 i chce wam siebie opisać, mam to wszystko w jednym obrazku ale też siebie opisze,

tutaj widzicie, ta chmura czarna to postać o której myślę nie mam czasu bez tego, to jakby ja, powstała z różnym RP, lubię też pokemony, mope.io, Shark Evolution, Minecraft, Deeeep.io, transformice, żółwiki mam nawet mam własnego i ma na imię Dori, lubię Pokemony ale nienawidzę Pokemon GO, lubię też narwhale.io ale tego nie ująłem.
Titanite Shard

Worth 1000 souls, a titanite splinter  can be used to upgrade equipment. A titanite shard is the eqivalent of two splinters, and a large titanite shard is the equivalent of eight splinters.

*Titanite shards are said to be fragments of the legendary slabs, and were found buried in the earth beneath the garrison. Titanite is etched into weapons to reinforce them.*
Basilisk

*These scrawny lizards lurk in the depths of darkness, surrounded by malevolent grey mists. The fearful bulbous appendages are not eyes - the actual eyes are the small yellow beads that appear just above their mouths.*

CR5 Basilisk - Medium Beast6 HP45 Initiative-1 Speed20(4) AC16(T9,FF16) Bite+8(d8+3) and curse adjacent enemies fortitude DC13(+1 per try) SQ Darkvision, Stealth DC14, Perception+7 Abilities15,8,15,2,12,11 Saves+9,+4,+3 Treasure - 900 souls, 50% purging stone
Archtree Bark Pendant

*Death is not the end, for anything that has ever once lived remains a part of a great circle. The words seem almost without meaning now, but still they endure.*

This item hardens the skin, granting the wearer a +1 natural armour bonus. It can be reinforced as a relic up to +5, and is found after defeating the Minecrawler Queen.
Crystal Lizard

*Scholars suggest that the sparkling lizards are the scales of the everlasting dragons, given life by Gwyn's thunderbolts or by the duke's enchantments.*

CR0 Crystal Lizard - Unique Diminutive Beast HP8 Initiative+5 Speed-40(8) AC25(T17,FF20) Abilities5,20,14,3,16,14 Saves+4/+7/+1 Mobility+4 Rewards - 2d4 titanite shards

Unlike most basic enemies, individual crystal lizards do not respawn.
Ulthred's Spells

lvl : 1.{ Magic Missile x6}

lvl: 2 { Scorch Ray x 4, Gliderdust x 1 , bonfire x 1}
lvl: 3. { Haste x 1, Fireball x 3 , thunder x 1 , dound lance x 1}

lvl: 3 . { Phantasmal Killer x 1, Improved Invisibility x 1, Rainbow Pattern x 1 , Enervation x 1}

lvl: 4. { Summon V x 1, Cone of Cold x 1,Arc of Lightning x 2, Mass Fly x 1 }

lvl 5 : {Truesight, Disintegrate, Deafening Blast }
Augusto Vera

**Augusto Vera** est un ingénieur climat travaillant au support de vie de Talos I.

## Biographie

Vera travaille en tant qu'ingénieur climat au système de support de vie de Talos I. Lors de l'invasion des Typhons, il fait partie d'un groupe d'employés de TranStar cherchant à utiliser les modules d'évacuation du support de vie pour quitter la station. Toutefois, il s'avère que lesdits modules d'évacuation ne fonctionnent pas. Vera est ainsi tué par les Typhons près du bureau de la sécurité du support de vie, probablement par le Fantôme de Kirk Remmer qui pourchassait le groupe.
The Grotesque

*There are things in the darkness that do not distinguish between knight and demon when they choose their victims. Some wear shapes so abhorrent that their oblivious prey convince themselves that such monsters could only exist in nightmares.*

CR9 The Grotesque - Large Aberration 12 HP114 Initiative+7 Speed30(6) AC21(T12,F18) 4 claws+15(d6+6/19-20) SQ Pounce, Tremorsense, Sonic Vulnerability, Hidden DC22 Saves+11+9+11 Abilites22,17,20,3,16,3 Souls - 3000 Slain by Nathan
Cory Richard

**Cory Richard** est un officier de sécurité travaillant à bord de Talos I.

## Biographie

Richard travaille en tant qu'officier de sécurité affecté au département psychotronique de Talos I. Il reçoit un appel à l'aide de Hans Kelstrup, qui lui signale le comportement dangereux de Trevor J. Young, lequel semble vouloir libérer les Typhons confinés en raison de sa possession par un Télépathe. Richard assomme Young avec son pistolet disjoncteur étourdissant et le fait envoyer en quarantaine. Il tente plus tard de l'interroger, mais Young se montre passablement désorienté et agressif.

Richard reçoit également comme instruction d'arrêter Annalise Gallegos sur ordre d'Alex Yu. Richard se rend dans le bureau de Gallegos pour procéder à l'arrestation, mais l'invasion des Typhons éclate à ce moment précis et plusieurs Mimics s'introduisent également dans le bureau. Avant d'être tué par l'un d'entre eux, Richard parvient à abattre Gallegos pour lui épargner une mort douloureuse.
Purple Moss Clump

*Poison can be a debilitating affliction, and the wise ensure to carry this medicinal plant when traversing unfamiliar regions. The moss is not native to this continent, but neither was it carried here by Thorolunder ship.*

These items grant a +2 alchemical bonus to will saves for two encounters and heal d6 ability damage when consumed. They can also save someone who has been bitten by a winged head.
Anders Kline

**Anders Kline** est un ingénieur travaillant à la salle de contrôle de la magnétosphère de Talos I.

## Biographie

Kline supervise le bon fonctionnement de la magnétosphère de Talos I, travaillant à la salle de contrôle située dans le T.E.G.. Notant des dysfonctionnements importants qui mettent en danger les employés, il avertit l'ensemble du personnel susceptible d'être concerné et informe Laurel Davis qu'il entrera dans le générateur pour tester les équipements. Toutefois, une violent impulsion électromagnétique survient alors qu'il est encore dans le générateur, le tuant instantanément.

Morgan Yu doit impérativement trouver le corps de Kline pour récupérer la carte d'accès au tunnel à fret et ainsi accéder à l'Arboretum. Kline possède également un neuromod et une puce permettant d'améliorer le système de propulsion Artax.

## Données

### E-mails

#### Envoyés

* Dysfonctionnement du générateur du bouclier
* Éteins-la
* RE : Incident T.E.G. non résolu

### Notes

#### Emises

* Accès interdit
* Verrouiller la porte
Brittany LaValley

**Brittany LaValley** est une employée des T.E.G. de Talos I.

## Biographie

LaValley travaille en tant que technicienne affectée au stockage du carburant dans les T.E.G. de Talos I. Elle possède ainsi une carte d'accès à la zone d'accès aux navettes, qui est directement relié au centre de stockage du carburant du T.E.G., et reçoit un message d'Edward Douglas lui demandant de l'aider à accéder à cette section de la station.

LaValley décède lors de l'invasion des Typhons, probablement tuée par un raccordement électrique défectueux dans la zone de stockage du carburant.
Mapki Transformice

Tu zapisuje superowe mapy transformice jakie uda mi sie znaleść, bo na wiadomości plemiennej już nie ma miejsca

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The Wyrmwrought Shield

*This shield is made from a strange dark alloy which resists ordinary fire. Forging such an armament would have required a source of unimaginable heat.*

This tower shield grants fire resistance 5. This increases by 2 each time the shield is reinforced, to a maximum of fifteen when the shield is reinforced to +5. It is found after defeating the Snapping Mimic.
Grak the Ripper

NAME - Grak the Ripper

CHALLENGE RATING - 7

SLAIN BY - Kain

BEHAVIOUR

- Grak associates the lowering of the elevator with the arrival of food, and notices as soon as the chains start moving. He stands next to the platform and readies an action to climb the stairs as soon as anything touches the platform.

- He waits on the ground, and as the elevator lowers he is vulnerable to plunging attacks. The roof of the cavern is 100 feet above the floor, and the stairs rise twenty feet. Plunging attacks can be attempted from any height above where the elevator stops 20 feet above Grak (the jump DC is 10+5 per 10 feet). If characters fail a plunge jump attack  by 5 or less, they can make a DC20 reflex save to grab the ledge of the platform (it is a move action to climb up or a free action to drop down with a DC15 jump check and d6 subdual damage). If they fail this too, they take fall damage and land prone adjacent to their target (move action to stand which provokes attacks). If they succeed, they get to make an attack roll (treated as a charge) which does double damage plus the fall damage. If the attack roll misses the character lands adjacent to Grak.

- If Grak finds himself adjacent to a single opponent, he will attempt to rend.

- Grak cowers for a round the first time he is damaged by or exposed to fire. This stance grants him a +4 bonus to armour class, but he does not attack. If Grak is ever attacked with flaming arrows from moving elevator and cannot reach an enemy, he spends two rounds cowering (then hides under the elevator).

- Grak will usually attack the closest enemy, unless he believes an enemy is capable of using fire to damage him. If adjacent to multiple enemies, Grak will divide his attacks between them.

- If surrounded or taking heavy damage, Grak will attempt to climb the staircase (DC25 if he chooses not to use the stairs) to give himself time to heal. As enemies reach him, he will attempt to kick them off, dealing 2d6 fall damage. Grak never attempts to bull rush, only kick.

SUGGESTED APPROACH

The best way to deal with Grak is probably to block the base of the stairs with two or more characters, and have others attempt plunging attacks or fire attacks from above. Surrounding Grak is effective if the entrance to the stairs is blocked, because though Grak will probably attempt to kick medium or smaller enemies out of his way, this is ineffective at ground level.

STATISTICS Grak - Unique Large Giant 6, Fighter 2

HP99 Initiative+3 AC17(T12,FF14) Speed-40(8)

Claws+14/+14(d6+8) or Kick +10 (d6+8+knockback 10, DC10+damage)

Abilities26(24),16,23,6,7,6 Saves+12+5+0 Clamber+20

SQ Regeneration 5, scent, fire/acid vulnerability, rend2d6+12, reach 10

Claw Focus, Combat Reflexes, Awesome Blow, Improved Bull Rush, Power Attack

REWARDS - 3000 souls, ring of protection+1, titanite splinter, humanity
Shared Treasure

Yes, well the treasure here is a bit of a mess. You can't usually access shared treasure during combat either, as it takes time to find what you need. You can hasten the process by using Ctrl + F to search for specific items.

CONSUMABLES

6 firebombs, Humanity x2, Eyeball x7, 15 shock arrows, 30 silver arrows, 43 lifegems, Titanite Splinter x11, Titanite shard x9, Charcoal Pine Resin, Golden Pine Resin x3, Purging stone x4, Tooth of a Beastx14, Homeward Bone x8, Winter Pine Resin, Alluring Skull x5, Purple Moss Clump x4, witch's finger

RELICS

Ring of the Hunter's Leap, Rod of the Panther (19 charges)

BOSS SOULS

Soul of the Bell Gargoyles, Soul of a Thunder Giant, Soul of the Chaos Witch, Soul of the Dark Sentinel, Soul of Janus, Soul of the Great Eye
Infested Demon

*These lurching horrors stink of rotting flesh. When they are cut down, their carcasses break open and waves of writhing invertebrates spill out.*

CR6 Infested Demon 15 - Large Demon12 HP81 Initiative-1 Speed20(4) AC16(T8,FF16) Glaive+10(d8+5+2d6swarm) SQ DR5/slashing, reach10, hivedeath Abilities21,8,-,-,10,1 Saves+4/+3/+8 Rewards - 1500 souls, 50% titanite splinter

Centipede Swarm - Diminutive/Large Vermin9 HP31 Initiative+4 Speed-20(4) AC18(T18,FF14) Swarm 2d6+d4 dexterity (fortitude DC13) SQ weapon immunity, swarm traits, vermin traits, tremorsense, nausea DC13(lose standard action) Abilities1,19,8,-,10,2 Saves+5,+7,+3
The Blackened Sword

*This godslave relic was said to have once been carried by a knight sworn to the service of the Lord of Sunlight himself. The blackened blade was later snatched from a corpse by a disgraced warrior lost in a lightless place.*

This greatsword requires two hands to wield and can be reinforced as a weapon with titanite. It gains a +2 holy bonus to attack and damage against demonic enemies, and also deals an additional 2d6 damage against those foes. It is found after defeating Kelthor.
Patrick

*"It has been some time since I have met such courageous warriors as yourselves."*

Patrick is found being held prisoner by Amnizu. After he is rescued he travels to the forge nearby and will work as a blacksmith. Patrick will not demand souls as payment other than those needed to perform the task. Without an ember he is able to reinforce weapons and armour up to +1, but cannot upgrade other relics.
The Great Eye

*At first this specimen seemed similar to the other heads, but it soon became clear as it swelled to freakish size that its intellect and arcane ability were unprecedented. The anatomist still considered the creature a failure, however, as there was no aspect of its biology that he considered human.*

NAME - The Great Eye

CHALLENGE RATING - 13

SLAIN BY - Balon

AREA - The Gloom Garden

BEHAVIOUR

The Great Eye distributes his lesser eye rays randomly, but he is extremely careful to use his antimagic field in a way which will disadvantage his enemies (focusing it on enemies who cast spells or are affected by powerful buffs). The Great Eye can only fire a maximum of three eye rays in any given 90 degree arc, and none at all into the antimagic cone of his central eye. It can choose to close its central eye if it believes this will give it an advantage. The four eye ray will saves are at DC19, Caster Level 13: Fear, Sleep, Inflict Moderate Wounds 2d8+10, Slow. The four eye ray fortitude saves are at DC17, Caster Level 13: Disintegrate, Finger of Death, Flesh to Stone.

SUGGESTED APPROACH

Summoning monsters is a good way of absorbing some of the eye rays used by the Great Eye, and bolstering fortitude saves is particularly useful as those are usually needed to hold of the more dangerous attacks. Magical damage that requires reflex saves are very effective if the Great Eye drops his antimagic gaze.

CR13 The Great Eye - Large Aberration11 HP93 Initiative+6 SpeedF30(6) AC26(T11,FF24) Bite+2(2d4) and 10 rays+9 touch SQ Antimagic Cone, Flight Abilities10,14,18,17,15,15 Saves+9/+5/+11  Rewards - 4500 souls, Soul of the Great Eye, Key of the Great Eye, three detached eyeballs

THE SOUL OF THE GREAT EYE

The soul of the great eye can be consumed for 4000 souls, or a capable blacksmith requires only 20000 souls and the soul itself to create the ring. Alternatively, one can create a ring with an appropriate feat, a casting of true seeing by a tenth level wizard, 8000 souls and the soul itself. This ring grants a +2 bonus on all perception checks, can store three levels of spells as a ring of spell storing, and can cast true seeing if the wearer pays half of his current hit points.
Cursed Hollow

*These tortured ghouls are afforded not even the surrender of disintegration, but are instead eternally wracked by senseless hunger and intolerable agony.*

CR1 Cursed Hollow - Medium Undead 1 HP13 Initiative+2 Speed30(6) AC14(T12,FF12) Bite+2(d6+1+paralysis/poison) Abilities 13,15,-,13,14,12 SQ Darkvision, Paralysis (DC12,d4+1 rounds) Poison DC12(d2 constitution) Saves+0,+2,+5 Rewards - 300 souls, 5% chance for humanity
Homeward Bone

Worth 700 souls and often dropped by skeletons, this bone can be used to instantly transport a group to the last bonfire they rested at. This is a free action that does not provoke an attack of opportunity.

*Bonfires are fueled by the bones of the undead. In some cases, the strong urge to seek these fires enchants bones with a homeward instinct.*
Enoch Kouneva

**Enoch Kouneva** est un ingénieur travaillant à bord de Talos I.

## Biographie

Kouneva travaille en tant qu'ingénieur affecté à la zone de fret de Talos I. Lors d'une opération de manutention d'une cargaison de trifluorure de chlore, il subit des blessures qui serviront plus tard de rappel pour Gerald Wildman à l'attention des autres employés.

Kouneva est tué lors de l'invasion des Typhons lorsqu'un grand nombre d'entre eux attaquent la zone de fret B. Son cadavre est ensuite transformé en Fantôme par un Tisseur. Ce Fantôme est ensuite tué lorsque les officiers de sécurité tentent un assaut contre les Typhons, aidés de plusieurs tourelles installées par Morgan Yu.

## Anecdotes

* Si Morgan Yu termine la mission "Défenses de la zone de fret" avant de monter rencontrer Sarah Elazar, Kouneva n'est pas transformé en Fantôme et son cadavre peut alors être trouvé dans sa forme humaine.
Yanna

*"Oooh, my pretties. Let me stroke your faces."*

Yanna is first encountered being tormented by potbelly demons in Amnizu's Infested Mine. Once she is rescued she makes her way to the bonfire and waits there. She sells lifegems for 50 souls each and purging stones for 2000 souls each (though she only has three at any one time).

CR6 Yanna - Large Monstrous Humanoid7 HP45 Initiative+1 Speed40(8) AC20(T10,FF19) 2 claws+13(d6+7) and bite+8(d6+3) SQ Reach 10, rend2d6+10, DR2/slashing, Darkvision, SR19 Abilities25,12,14,13,13,10 Saves+6+6+6 Souls - 2400, three purging stones
The Demon Bows

*Pride and virtue died first as the flames of chaos swept over the sunlit lands, but eventually that grotesque puppet hope fell too, pierced by many arrows.*

These two bows allow the bearer to include their strength bonus on damage rolls. They can also be reinforced with titanite. They are found after defeating the Arrow Demon.
Purging Stone

Worth about 2000 souls, this item removes all curses from the subject when consumed. They are sold by Yanna.

*These ancient treasures of Carim do not defeat curses, but can receive them as a surrogate. One could therefore presume that someone somewhere must pay a price whenever a purging stone is used.*
The Adhesive Mimic

*This monster deceived enemies with an illusory shape, waiting in an abandoned arcanist's study for careless victims.*

CR4 The Adhesive Mimic - Large Aberration7 HP52 Initiative+1 Speed10(2) AC15(T10,FF15) 2 bites+9(d8+4) SQ Darkvision, acid immunity, reach10, mimic shape (spot DC23), adhesive  Abilities19,12,17,10,13,10 Perception+8 Slain by Balon Rewards - 800 souls, rusted coin, Ring of the Hunter's Leap

A mimic exudes a thick slime that acts as a powerful adhesive. Any weapon that touches the mimic is held fast unless the wielder succeeds on a DC16 save, and cannot be removed without a D16 strength check. Any enemy attacked by the mimic cannot move away without removing the adhesive first. Strong alcohol dissolves the adhesive, and the substance breaks down 5 rounds after the creature dies.
Skeletal Sentry

*When the halls were overrun and the last defiant knights had knelt before the crowns of death, these empty guards climbed the secret stairs to stand watch over the tomb of the forsaken knight.*

CR1/2 Skeletal Sentry - Medium Undead1 HP6 Initiative+5, AC13or15 with shield(T11,FF12) Speed30(6) Scimitar-1(d6+1/18-20) Crossbow+1(d8+poisonDC13:d2constitution/19-20) Abilities 13,13,-,-,10,1 Saves+0+1+2 SQ DR5/blunt, Darkvision, Cold immunity, Blindsight Rewards- 150 souls, 25% homeward bone, 5% alluring skull
Flesh Golem

*Misshapen hulks guard the passages beyond the river in the fungal caves.*

CR7 Flesh Golem - Large Construct 9 HP79 Initiative-1 Speed30(6) AC18(T8,FF18) 2 slams+10(2d8+5) SQ Spell immunity (though slowed by cold, hasted by shock), reach 10, DR5/-, spell immunity Abilities21,9,-,-,11,1 Saves+3/+2/+1 Rewards - 1000 souls
The Gloomlight Butterfly

*A glittering treasure crafted by a powerful master of crystal magic. Though undeniably beautiful, it seems to have been discarded and forgotten by the covetous thief who stole it.*

NAME - The Gloomlight Butterfly

CHALLENGE RATING - 8

SLAIN BY - Ulthred

BEHAVIOUR

- The moonlight butterfly takes double actions for two rounds, then alights on the mushrooms to rest for two rounds. It then unleashes a burst equal to a thunderbolt to all enemies within ten feet, lifts off and attacks again.

- There are two areas of mushrooms on either side. It takes a move action to climb the slippery mushrooms at DC15. It is possible to attack the butterfly from the mushrooms with a successful jump check DC15, though d6 damage is inevitable.

SUGGESTED APPROACH - If characters stay at opposite sides of the cave, it is impossible for the butterfly to hit them all with spells such as rainbow pattern and glitterdust. Improving team mobility with flight spells or augmenting player's climb and jump skills helps to reach the butterfly when it rests is vital. It is also possible to dispel the creature's protection from arrows spell, then pepper it with ranged attacks.

STATISTICS Gloomlight Butterfly - Large Magical Beast8

HP64 Initiative+4 Speed60(12) AC17(T13,FF13)

Ray+7 touch SQ DR5/- against ranged attacks to +1, always makes will saves

Passive Effects - Mage Armour, Arrow Protection

Abilities10,18,14,5,14,20 Saves+4+10+6

SPELLS

6 Missiles 4d4+4, Ray of Enfeeblement, Hypnotism DC19 2d4 rounds

7 Glitterdust DC20 2d4 rounds, shock rays 4d6/4d6

5 Thunderbolt 8d6 DC19

4 Rainbow pattern DC22 2d4 rounds

REWARDS -3000 souls, Large Ember, Soul of the Gloomlight Butterfly

THE GLOOMLIGHT STAFF - It is possible to create a unique item with a masterwork staff, the soul of the butterfly, 3000 souls and the casting of rainbow pattern (scroll costs 700) by a seventh level wizard. It functions as an ordinary quarterstaff except that three times per day, the variable effects of a spell (third level or lower) cast by the bearer are maximized. Alternatively, the staff can instead increase any will DC by 1. The soul can instead by consumed to grant 3000 souls. The staff also radiates light in a twenty foot radius. A capable blacksmith charges 11000 souls and the butterfly's soul in total for the process.
Legion Fiend

*These demons are disciplined enough to follow orders and to fight in formation, unlike most of their kind. Their unity of will is attributed to the blackened armour they wear to contain their chaotic energy.*

CR3 Legion Fiend- Medium Outsider3 HP19 Initiative+3 Speed-30(6) AC21(T13,FF18) Sword+8(d8+3/19-20) and shieldspikes+1(d6+1) Abilities17,17,15,6,10,10 Saves+5+6+5 SQ Telepathy, Darkvision, DR5/magic, Mobility+4 Legion Saves, Legion Health, Legion Attack, Fire immunity, Fear immunity, Resist Acid 10 Rewards - 1000 souls, 25% titanite shard

Legion Health - Legion fiends seem to absorb blow after blow, fighting on despite massive injuries, until a single decisive attack against one causes all of them to fall to the ground, slain. Adjacent legion fiends combine their hit points into one large pool. If the pool is reduced to 0, all the legion fiends in it immediately die.

Legion Saves - If a spell or other effect that allows a saving throw targets more than one legion fiend, all the fiends use the highest d20 result rolled by the group. If a mind-affecting spell or ability targets a single legion fiend, all other adjacent fiends saving throws against it. If any fiend succeeds, all the fiends succeed. If all the fiends fail, they all suffer the effect of a failed save.

Legion Attack - Trained and experienced in working together, legion fiends gain a +4 bonus on attack rolls for every other adjacent legion fiend.
Siegfried

NAME - Siegfried

ABILITIES - 14,10,14,8,20(18),11(9)

STATUS - Undead

CLASS LEVEL - Cleric 11

SOULS - 500 (13660 lost in the Haunted Palace)

COVENANT - Fate, Second Devotion (apostate of Gwyn)

HOMELAND - Catarina

DAMAGE HIGH SCORE - 62

MOST POWERFUL KILL - Othr the Storm Giant CR15

DEATHS - 15

**DEATH RECORDS**

Killed by a swinging pendulum blade trap, torn to shreds twice by Grak the Ripper, eaten by the Adhesive Mimic, devoured by Giant Centipedes twice, fell from the Gloom Garden waterfall, savaged by the Rage Drake, gouged by a Giant Scorpion's pincer, head smashed in by a Potbelly Demon's pickaxe while helpless, seduced by the Incarnalus after saving allies from a Flesh Golem, disintegrated by the Great Eye, smashed down by a Chasm Giant twice, chewed up by a wheel skeleton

EQUIPMENT - Full Plate+3, Tower Shield+3, Archtree Bark Pendant +1, Greatsword, Morningstar, Large Shield, Javelin, Helmet of Wisdom+2, Cloak of Charisma+2, 4 humanities, 101 lifegems, rusted coin

HP - 78(+22 constitution,+3 feats)

SPEED - 20(4)

INITIATIVE - +0

ARMOUR CLASS - 30 (+12 armour, +7 shield, +1 pendant)

**SAVES**

FORTITUDE+10 (+2 constitution, +1 fate)

REFLEX+4 (+1 fate)

WILL+13(+5 wisdom, +1 fate)

**ATTACK**

Morningstar+8/+3(+2 strength, -2 shield)

Greatsword+10/+5 (+2 strength)

Javelin+8

**DAMAGE**

Morningstar d8+2 (+2 strength)

Greatsword 2d6/x3 (+3 strength

Javelin d6+2(+2 strength)

**SPELLS** DC15+level (6/7/5/5/4/3/1+domain spells)

**Domains** - Strength, Luck

0 - Virtue x3, Resistance x3

1 - Remove Fear, Magic Stone, Sanctuary, Sanctuary, Divine Favour, Bless, Summon Monster 1 **(Enlarge Person)**

2 - Extended Shield of Faith, Shield Other, Extended Bless, Shatter, Shatter, **(Bull's Stength)**

3 - Extended Aid, Extended Cat's Grace, Extended Bear's Endurance, Prayer, Prayer, **(Protection from Energy)**

4 - Imbue with Spell Ability, Greater Magic Weapon, Greater Magic Weapon, Divine Power, **(Spell Immunity)**

5 - Righteous Might, Spell Resistance, Spell Resistance, **(Break Enchantment)**

6 - Mass Owls Wisdom, **(Mislead)**

**SKILLS**

Perception+19 (14 ranks, +5 wisdom)

Diplomacy +17 (14 ranks, +3 feats)

**SQ**

Turn Undead(3/day), fingers crossed +d6

*TURN UNDEAD*

*Turning is considered an attack, and therefore does not provoke attacks of opportunity. Roll a Charisma check. This determines the hit dice of the highest level undead you can turn, via table 8-9 of the Player's handbook. Next roll 2d6+Charisma Bonus+Cleric Level. This determines the total amount of hit dice of undead which can be turned. The order of turning is determined by proximity to the caster, with closer undead being turned first. Turned undead flee for ten rounds.*

**FEATS**

Taunt Focus, Armour Optimisation, Greatsword Proficiency, Tower Shield Proficiency, Toughness, Extend Spell
Giant Centipede

*Few thoughts are more discouraging than remembering that the mine passages one is exploring have been overrun by bloated and carnivous arthropods.*

CR2 Giant Centipede - Large Vermin6 HP33 Initiative+2 Speed-C40(8) AC16(T10,FF14) Bite+5(2d6+4+d6 dexterity DC14) SQ Darkvision, tremorsense Abilities17,15,12,-,10,2 Saves+6+4+2 Rewards - 400 souls, 5% chance humanity
Cloaks of Protection

*Whispered spells were woven into these mantles, and they offer considerable protection against certain dangers. Some have found they experience strange thoughts while touching the fraying threads, said to be the preserved memories of former owners.*

Cloaks of protection grant a +1 bonus to all saves. This bonus increases by one every time the cloak is upgraded (at the same rate as armour). The purple cloak was taken from the demonAmnizu.
The Incarnalus

*The Everburning Knights believed there was a primal darkness in the act of fornication, and honoured the celibate as the most pure and virtuous of their communities. The anatomist discovered that crafting firm flesh driven by this insatiable lust was a relatively simple challenge, but beneath the facades of even the most compelling of his efforts there were only dead seeds and barren valleys.*

CR7 The Incarnalus - Medium Aberration6 HP33 Initiative+1 Speed30(6) AC20(T11,F19) 2 claws+7(d6+1) Abilites-13,13,13,16,14,26 Saves+6/+6/+7 SQ Seduction DC21, slippery mind, electricity immunity, fire resistance 10, SR18, illusory shape, untouchable Will DC21, Rend 4d6+4 Bluff+19, Perception+19 Rewards - Witch's Finger, Detached Eyeball, 2500 souls Slain by Uthred

Once per round as a free action, the Incarnalus focuses its seductive gaze on an enemy and forces them to make a will save at DC21. If they fail they become are unable to act, and submit to the embrace. While the Incarnalus is seducing an enemy, it can automatically deal claw and rend damage (for a total of 6d6+6 damage as a full round action). The Incarnalus can only focus its seductive power on one enemy at a time.

The Incarnalus takes the form of a handsome stranger when first encountered (assuming the opposite gender so as to most effectively seduce its prey). It describes a powerful blade hidden in chamber W, as well as a bonfire in chamber U. Both are lies, designed to weaken wanderers who are passing through. If a player passes on less than half health the Incarnalus will attack. The Incarnalus will also attack any players that are carrying the Key of the Great Eye.

The will DCs on this page include the soporific influence of the Gloom Garden.
Мистер Робото

**Мистер Робото** - незначительный антагонист, появлялся в эпизоде XVI.

## Описание

Мистер Робото - один из чемпионов Купола. Он - робот на танковых нитях, использующий мощное дальнобойное вооружение.

## История

### Эпизод XVI: Джек и Smackback

Мистер Робото является одним из последних шести чемпионов, вызванных на манеж, после того, как Джек победил первых 3 чемпионов. Робото принял меры атаки, запустив свои сюрикены в Джека. Когда Джек был загнан в угол, Робото и Торто запустили свои соответствующие снаряды, но в итоге они только уничтожили друг друга после того, как Джек уклоняется от атаки.

Неизвестно, как разрушение прошлого Аку повлияло на его дальнейшее существование.

## Сила и способности

* "Сюрикенная пусковая установка": Развязывает шквал смертоносных острых сюрикенов.
* "Ракетная установка": Стреляет натиском взрывоопасных ракет.

## Интересные факты

* Предположительно, он назван в честь одноимённой песни рок-группы *Styx*.
* Сюрикены, которые он запускает, напоминают те, которые используются *Ультра-роботами*.
The Chraal

*This hulking fiend was distrusted and despised by other demons for his cleverness and considered thought. He was chosen to serve as an envoy of the Princes, which occasionally afforded him the relief of exile.*

CR6 The Chraal Large Unique Demon9 (chaotic, evil) HP85 Initiative+0 Speed40(8) AC21(T13,FF21) 2 claws+10(d8+5+d6acid) and tail+8(2d6+2+d6acid) Abilities21,11,20,18,16,16 Saves+11/+3/+8 SQ Combat reflexes, DR5/good, darkvision, acid immunity, fire immunity, double damage from cold, reach 10, acid spray 3/day (6d6 acid, reflex DC19), death throes (20 acid, 30 feet radius, reflex DC19) Slain by Kain Rewards - 2400 souls
Purple Fungus

*These pungent and predatory organisms seem to be cultivated by the mushroom people for unknown purposes. When they are cut open, strange concentrated gas spurts from the wounds and they deflate.*

CR4 Purple Fungus - Medium Plant 2, fighter 2 HP30 Initiative+0 Speed10(2) AC15(T10,FF15) Grasping appendages+5(d6+2) SQ DR5/slashing, immune to critical attacks, chemical reactions Saves+9/+0/-2 Abilities15,10,16,-,11,9 Rewards - 50% purple moss clump, souls 900, 10% mushroom tea

Grasping Appendages - Anyone adjacent to the purple fungus is attacked twice by the grasping appendages each round, and must make a DC15 will save or take 2d4 strength damage.

Chemical Reactions - If the purple fungus takes fire damage, it explodes. This explosion destroys it and deals 5d6 fire damage in a twenty foot radius (DC15 reflex for half damage). The fungus is not damaged by acid damage, but instead releases a cloud of poisonous gas in a forty foot radius that lasts for three rounds. Anyone beginning their turn in the cloud must make a DC15 fortitude save or take d6 consitution damage.

The will DCs on this page include the soporific influence of the Gloom Garden.
Detached Eyeball

One of these can be used by an arcane spellcaster to restore a spell of up to third level that they have already cast. Two eyes are needed for a spell of fourth to sixth level, and three eyes beyond that. They are worth about 900 souls.

*Scholars have long believed that eyes retain traces of information they perceive, but it was the anatomist who learned to exploit these resources to enhance his arcane power.*
Dwalyn's Plate

*Ser Dwalyn was sent to challenge the Anatomist on the duke's behalf, to demand the return of the stolen books. The pale dragon was later appeased, but Ser Dwalyn never returned.*

This breastplate grands acid resistance 5. This increases by 2 whenever the armour is reinforced, to a maximum of 15 when the armour is reinforced to +5. It is found after defeating the Weeping Beast.
Minecrawler

*Armoured with chitin plates and with mandibles dripping with corrosive secretions, these creatures carve natural tunnels through the earth and stone of the deep places.*

CR3 Minecrawler - Large Beast3 HP28 Initiative+0 Speed-30(6) AC18(T9,FF18) Bite+7(2d6+7+d4acid) Abilities21,10,17,1,13,6 Saves+6+3+2 SQ Darkvision, tremorsense, Acid stream 1/day 4d4 DC14 Rewards - 900 souls, 5% humanity, 20% titanite splinter
Collar of the Watchful Hound

*When the forces of darkness converge, false friends are swallowed by the shadows. The faithful are forever vigilant, for treachery may lurk behind any door.*

This collar is worn by the Hollow Hound. It grants the wearer a +2 bonus to initiative and can be upgraded to provide natural armour by a skilled blacksmith.
Arcane Ooze

*There are passages in the abandoned mine that were sealed at both ends to contain the noxious hazards inside. Their exact origin and nature so far defies explanation, but there is such a full palette of potentially toxic influences in these areas that the emergence of bizarre and nightmarish horrors could hardly be called a mystery.*

7 Arcane Ooze - Large Ooze Souls 1800, 50% large titanite shard HP202 Initiative-5 Speed20(4) AC3(T3,FF3) Slam+14(2d6+7+2d6 acid+ grapple+14) SQ Spell Siphon (fortitude DC25 hp5/level) Blindsight, SR20, Hasted by Shock Abilities22,1,16,-,1,1 Saves+13+0+0
Jesred

*"As fate would have it, you have been chosen. There is great work to be done."*

Jesred is encountered in the Vault of the Redeemer. Anyone who has used a rusted coin in the past may kneel before Jesred to access the Covenant of Fate, and are given the gift of a rusted coin (disciples of fate are also able to reroll the results of their rusted coins if they choose). Jesred will offer a further benefit (fingers crossed - add d6 to any of your attacks or saves once per day) if his disciples brave a gauntlet of challenges and draw a card from the Deck of Many Things. Jesred also sells the Vestments of a Charred Legacy for 4000 souls each. Once he has been given the Deck of Many Things, he announces that his disciples need a guide. He then suggests that such a guide can be found in the Haunted Palace.
Guardian Hydra

*The form of the ancient dragons was said to be perfect, but their lesser descendants display odd and unsettling anatomies. The more powerful of these occult creatures can often be identified by the writhing appendages that extend from their bodies.*

CR9 Guardian Hydra - Huge Beast10 HP108 Initiative+1 Speed-20(4) AC23(T9,FF22) 10 bites+14(d10+5) Abilities21,12,20,2,10,9 Saves+12/+8/+3 SQ Reach 10, Combat Reflexes, Blindfight, fast healing 20, cold resistance 5, electricity resistance 5 Rewards - 3000 souls

The hydra can attack with all its heads at no penalty, even if it moves or charges during the round. The hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a attack roll with a slashing weapon (the player should declare where the attack is aimed before making the roll) oppposed by the hydra's attack roll. Players get a +4 bonus for using a twohanded weapon and a -4 penalty for using a light weapon. This provokes an attack of opportunity unless the player has the improved sunder feat, or the player can ready an action to attempt to sunder a head when the creature bites at him, which does not prevent an attack of opportunity. A player can strike at the hydra’s heads from any position in which he could strike at the hydra itself, because the hydra’s head writhe and whip about in combat.  Each of the hydra’s heads has ten hit points, and losing a head deals 10 damage to the body. Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump before the new heads appear. Charcoal pine resin (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra’s body (but does not actually damage heads).
Джентльмен

**Первое появление:**Эпизод XLIV:Принцесса и охотники за головами

**Последнее появление:**Эпизод XLIV:Принцесса и охотники за головами

**Джентльмен** *(The Gentleman)* — головорез-наёмник, который появляется только в эпизоде «Эпизод XLIV:Принцесса и охотники за головами».

## Внешность

Джентльмен выглядит как мужчина карликового роста, при этом элегантно одетый и похожий на английского денди времён XIX века. Имеет странную форму головы, отлично уложенные волосы и усы.

## Характер

Джентльмен очень хитёр, одновременно честен и подл. Эту характеристику дала его постоянная стратегия битвы: он вызывает жертву на дуэль, как полагает истинному джентльмену, но потом с помощью дерзкого хода сразу выигрывает его.

## История

Впервые Джентльмен появляется, когда парикмахер постригает Бориса. Он описывает его как «Он хороший парень, но смертельно опасен». За свою жизнь Джентльмен побывал во многих битвах и всегда именно он и выходил победителем. Во время своей дуэли он использует лишь одну тактику: Выкидывает свой плащ в сторону противника, чтобы сбить его с толку, а потом резко кидает в него ножи. План Джентльмена выполнен в стиле фильмов XIX века. В конце эпизода Джек побеждает его, поразив катаной.

## Способности

* **Метательные ножи:** По словам самого Джентльмена, его ножи летают быстрее пуль и способны поразить любую цель.
* **Обаяние:** С помощью своего красноречия и внешности он может заставить помочь ему.

## Интересные факты

* По словам Дженнди Тартаковкого, в первых 4 сезонах Джек ни разу не убивал Людей, из чего можно сделать вывод, что Джентльмен выжил.
Giant Rat

*Giant rats roam the corridors of the ruined garrison. They present no serious threat to experienced explorers, despite the darkness in the flesh of the fallen they consume.*

CR1/3 Giant Rat - Small Augmented Beast HP5 Initiative+3 Speed40(8), Climb20(4) AC15(T14,FF11) Bite+4(d4+poison) Abilities10,17,12,3,12,4 Saves+3+5+3SQ Darkvision, Poison (DC12, d3 dexterity), Scent Stealth+8, Swim+11, Clamber+11, Perception+4 Rewards - 100 souls, 10% chance for a humanity