recursal/Fanatic-Fandom huggingface dataset:
Sun Blade

This item appears to be a Longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear.

* While the blade exists, this magic Longsword has the Finesse property, and deals radiant damage instead of slashing or piercing damage.
* You gain a +2 bonus to Attack and Damage Rolls made with this weapon.
* When you hit an Undead with it, that target takes an extra 1d8 radiant damage.
* The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Pot of Possibility

This Tiny clay pot has an apparent capacity of 1 gallon. You can use the pot as a spell casting focus for your druid spells, and it functions as a suitable cooking pot.

* As an action, you can cause the pot to grow large enough for a Small creature to crouch within. You can revert the pot to its normal size as an action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space.
* If the pot is filled with medicinal ingredients (which costs 10 gp) for at least 2d6 hours, you make a Wisdom (Medicine) check against your own spell DC. On success, it yields a Pill of Possibility, which looks like a grayish bead of energy that lasts for 8 hours or until used. You can use this feature again after 1d4 days.
* Upon consumption of a Pill of Possibility will have one of these effect immediately. The effect is permanent and stackable infinitely.
Phoenix

A phoenix is a powerful elemental bird that embodies the wild and unpredictable nature of fire. Phoenix bodies are almost immaterial, compose of flame taken solid shape. For that reason, they are capable of passing through extremely narrow passages and of engulfing opponents within their fiery bodies.

Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke - an elder elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno.

## Behaviour and Tactics

Phoenixes have a fierce hatred toward undead and attacke them on sight.

In combat, phoenixes are fierce adversaries with no fear of a fight to the death, especially since their rebirth is assured. Though their physical attacks are quite fast and powerful, they often prefer to use their large array of innate magical effects. Phoenixes were extremely effective at destroying buildings and structures.

## Loot

Virtually all parts of their bodies could be used as ingredients for potions or in magical research. A phoenix's feathers could be employed in the creation of a *staff of healing* and in powerful *potions of healing*. Other body parts, such as eyes, beaks, and talons, could also fetch high prices, but many cultures considered slaying a phoenix to be a bad omen.
Griffon

Also known as a gryphon or griffin, is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, wings of an eagle. Neither males nor females are endowed with a mane. When they attack, griffons are as swift and deadly as eagles, even as they strike with a lion's savage might and grace.

These deadly but majestic fliers are the favored aerial steeds of many kingdoms. While griffons can be trained, some good deities consider doing so akin to enacting slavery, insisting that a griffon must come to its rider on its own free will.

## Behaviour and Tactics

In the wild, they live in open caverns set in hills and mountain regions. When acquainted with humans, they are usually stabled in airy, doorless stone halls, vaguely resembling their lairs.

Griffons prefer to pounce on their prey, either diving to the attack or leaping from above.

## Loot

Griffon eggs are worth 3,500 gp a piece, while young are worth 7,000 gp.
Clochettes de banshee

Aussi rares que délicates, les clochettes de banshee se répandent exclusivement sur les rives de la Thondroril, un cours d'eau qui sépare les Maleterres en deux. Elles ont la particularité de se dessécher au moindre trouble (comme le vent ou le toucher) en écoulant un liquide sous forme de gouttes.

Nocives pour le commun des mortels, les seules créatures capables d'en ingérer sont les chauves-souris géantes de la région. Ces dernières en consomment généralement pour accroître la puissance sonore de leurs horribles cris.

## Trivia :

* Seule Fiona, une prêtresse worgen, semble savoir faire un bon usage des clochettes de banshee.
* Une déformation de la voix et des cordes vocales attendent ceux qui auraient l'audace d'en consommer, comme si leur gorge s'enflammait.
Weapons

* Sounder Mod adds many Weapons to the game.
* **Melee Weapons**
* Ancient Blade - Aquamarine Sword - Widows Bane - Dark Sword - Ice Breaker - Sword of King Slime
* Natures Wrath - Laser Berserk - Magnius Blade - Permafrost Blade - Starfury MKII - Megas Neo Katana
* **Magic Weapons**
* Ancient Staff - Black Rose - Book of Darkness - Bubble Staff - Comet Devastation - Elemental Purge
* Elemental Staff (Cursed) - Elemental Staff (Fire) - Elemental Staff (Frost) - Elemental Staff (Ichor)
* Elemental Staff (Poison) - Elemental Staff (Shadow) - Elemental Staff (Venom) - Flower of Glaciers
* Justice Rain - Wand of Black Magic
* **Ranged Weapons**
* Dark Bow - Midnight Shotgun - Moon Blow - MoonStruck Blaster - Nightmare Assault
* *SoundStruck Devastator*
* **Summoner Weapons**
* Paladin Soul Blade
* **Throwing Weapons**
* Flarionic Flinger - Chilionic Flinger - Cursed Virus - Flaming Virus - Frozen Virus - Ichor Virus
* Shadow Virus - Venom Virus - Pumpkin Bomb - Triple Bone - Triple Bone Javelin - Triple Dynamite
* Triple Frost Dagger Fish - Triple Grenade - Triple Javelin - Triple Molotov Cocktail - Triple Poisoned Knife
* Triple Shuriken - Triple Spiky Ball - Triple Throwing Knife - Poison Virus
* **Sounder Weapons**
* Cavern Spooker - Energy Ampere - Sun Beater - Glaciers Tune - Magmatic Melody - Sounder Blast
* Bumble Blaster - Ear Shatterer - Flesh Ripper - Illuminant Blaster - Planteras Voicebox
* Sandstorm Quaker - Shadows Cacophony - Sirens Song - Vile Ripper
Terocône

### Utilité

* Alchimie (Élixirs d'agilité, de défense, de force majeures, potions de de hâte, de force démente, etc...)
* Calligraphie
* Cuisine

Le terocône est un fruit bioluminescent qui tombe aux pieds des arbres de la forêt de Terokkar, en Outreterre. Ses écailles abritent une graine que les Gardes-ciel sha'tari broient pour consommer son jus. Les alchimistes, eux, l'utilisent dans de nombreuses concoctions, visant généralement à augmenter les capacités physiques d'un individu au prix d'autres compétences.

## Trivia :

* Occasionnellement, le terocône se ramasse sur le cadavres des créatures du marécage de Zangar.
* Le terocône a parfois un usage décoratif.
Net

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 STR check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Master Staff

Staff is specially constructed focus weapon that has traditionally been used primarily by spell casters. The appearance doesn’t always convey its potential power, though, it can be used as means of attack and defense.

A typical staff measures anywhere from 4 feet to 7 feet long and is 2 inches to 3 inches thick. Most staves are made of imbued wood, but some are bone, metal, or even crystal.
Hivernale

### Utilité

* Alchimie (élixirs de puissance du givre, potions de protection contre le givre, huile glaciales, etc...)
* Calligraphie (moutures)
* Enchantement (enchantements d'arme)

Délicieusement parfumée, l'hivernale fleurit toute l'année, garnissant agréablement les montagnes enneigées d'Alterac et donnant un peu de vie à ses forêts de pins grâce à l'éclat de ses fleurs cotonneuses.

Restreint aux contrées dont il est originaire, cet arbrisseau abrite des propriétés magiques qu'il semble indirectement puiser dans les lignes telluriques avoisinantes. De puissants élixirs et enchantements qui reflètent les caractéristiques de l'hiver peuvent donc être extraits de cette plante.

## Trivia :

* À l'occasion des grandes fêtes du royaume d'Alterac, les fleurs fraîches de l'hivernale servaient à joncher le pavé des rues. Elles exhalent une odeur volatile qui rappellent la cire d'abeille.
* Les températures glaciales et la proximité du cratère de Dalaran sont deux éléments essentiels pour faire pousser de l'hivernale. Il paraît donc impossible de l'introduire ailleurs, ce qui excuse sa rareté.
* Un retour immédiat de la sensation de chaud annonce la fin des effets d'une potion composée d'hivernale.
The First Blade

> "*Cain wasn't just feared by not just being himself, he had a weapon to go along with "The Father of Murderer." The First Blade, the most dangerous weapon on the planet or one of the many in existence. Can kill anything, even angels and demons are terrified of it.*"
>
> ― The horrors and fear of The first Blade.
>
>

## The First Blade

### Powers

Kill anything in existence except for Primordial Beings and Primordial Creatures

### Location/Status

Carried by Cain at all times

The First Blade is a weapon made from the jawbone of a donkey, manufactured by Cain himself. The very weapon used to kill his brother Abel. This weapon cannot kill anything unless powered by the Mark of Cain, which gives it the capability to entirely kill any living creature such as angels, demons, reapers, monsters, deities, or anything.

This requires a wielder bearing the Mark for it to gather its power, which in turn, the Mark gets its power from Erebos, The Darkness. Only Cain is the known wielder and only he can function The First Blade.

While it can kill anything including those such as Low Tier/Mid Tier Nigh-Omnipotent level entitites, those who are Primordial Beings and Primordial Creatures are immune.

## Properties

It appears that whether its coming from the first Blade or Mark, the user is granted additional supernatural physical condition, telekinesis, or immunity to unique supernatural powers from those of angels or demons.

It is nearly indestructible as it cannot be destroyed, even being placed inside a volcano, the blade will remain unharmed, however by a powerful being like a Nephalem was capable of crushing it with her mere hands.
Chad Baxter

> "*People aren't born heroes or villains; they're created by the people around them. Every action implemented and reaction we caused made me realize I like being the villain. Villains are more exciting, and in this world you either die a hero, or live long enough to see yourself become the villain.*"
> ― Chad to The Bling Ring
>
>

## Chad Baxter

### Date of Birth

February 13th 2002
Status: Alive

## Network

### Family

Mr Baxter (Father)
Mrs. Baxter (Mother)
Aidan Northwest (Son)

### Relationships

Brittany Simmons (Girlfriend)
Kelly Northwest (ex-wife, baby momma)
Katie Keller (Fling)
Laurel Sparks (ex-girlfriend)
Rose Gatina (ex-girlfriend, affair)
Ariel Moore (ex-girlfriend)
Maddie Broadway (ex-girlfriend)

### School(s)

Hillcrest Community School (formerly
Tree Hill High School (Graduated

### Affiliation(s)

The Bling Ring (formerly)
The Elite (formerly)
Tree Hill Student Council
Dylan's criminal cabal

## Production

### First Episode

OTHNG: Family Politics(1) (1.03)
OTHL: (1.06)

### Last Episode

OTHNG: Generations (10.22)
OTHL: (6.17)

### Portrayed By

Dave Franco

**Chad Michael Baxter** is a graduate of Tree Hill High School, a former main character and member of The Bling Ring and one of the series main antagonists.

Chad is best friends with Dylan Harris, Nick Frost, Calvin Richards, Davis Baker, Andrew Watkins, Maddie Broadway, the late Ben Chambers, and his girlfriend Brittany Simmons. He is friends with Laurel Sparks, Peter Crisp, Rose Gatina, He is bitter enemies with Jamie Scott, Elliot McFadden, Keith Scott, Kelly Northwest, Chuck Scolnik,

## Trivia

* Chad is one of the original members of The Bling Ring.
	+ The others are Kelly Northwest, Amber Swift, Pearce Ford, Calvin Richards, Rose Gatina, Debby Marsh, Will King, Avery Pettington, Toby Callaway, Sidney Mercer, Kimberly Tyler, Jasper Cunningham, Audrey Michaels, and Jonah Knight.
	+ Melissa Adams and Jenny Jagielski were revealed to be the masterminds behind the group until Dylan Harris revealed otherwise.
	+ Ben Chambers was a hidden member, planted to gain trust of the Tree Hill Ravens.
	+ Chad and Amber were originally presented as the group's leaders
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* Chad is one of the main antagonists throughout the series.
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* He and Rose are the first characters to commit an affair then date each other.
* He is the third boyfriend to cheat on his girlfriend then date the girl he cheated with.
	+ Calvin is the first and fifth as he cheated on Debby Marsh with both Audrey Michaels and Jenny Jagielski, respectively.
	+ Ben is the second as he cheated on Kimberly Tyler with Sarah Evans.
	+ Hunter Evans is the fourth as he cheated on Kylie Batter with Avery Pettington.
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* Chad is the only character to lose custody of a child as he was deemed unable to care for his and Kelly's son.
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* He is a member of Dylan's criminal cabal.
Holy Emblem

Holy emblem is the symbol of a deity or a spiritual tradition which is carefully engraved or inlaid with precious stones or metals. During a short rest, you can attach the emblem to a shield or a suit of armor, or remove it by a ritual.

**Special.**

* As a reaction in response to being damaged by a creature within 60 ft. of you that you can see, the creature must make a DEX saving throw. On a failed save, it takes 1d4 radiant damage per your level. Once this reaction is used, it can't be used again until the next dawn.
Vietérule

### Localisation

Maleterres, Strangleronce, Marécage d'Âprefange, Les Paluns, Hautes-terres Arathies, Les Hinterlands, Orneval, etc...

### Utilité

* Alchimie (Élixirs de sang de troll majeur, potions de soins supérieure, de protection contre la Nature, etc...)
* Calligraphie (moutures)
* Médecine

Un lac, une rivière voire une mare constitue un environnement de choix pour la vietérule, une plante qui adore tout particulièrement l'eau. Dans les pharmacopées de bon nombre de contrées, elle figure comme un puissant remède malgré le peu d'informations qu'on a sur elle.

## Trivia :

* Il n'est pas rare que la vietérule soit confondue avec la terrestrine ou la vrillebleue.
* La vietérule est l'un des trois composants nécessaires pour invoquer un Cyclonien. Elle sert à attirer leur essence vitale.
Version Blocks

This page used to contain a chart and list of blocks, items, and mechanics that were either enabled or disabled in CombatMC. It's now used as a reference page simply listing 1.9+ features that have been disabled on the server. The previous list can be viewed in the edit history.

## Disabled items

* Crafting of notch apples
* Use of elytra

## Disabled other

* Requirement of lapis to enchant in an enchanting table
* Requirement of blaze powder needed to brew potions
Icebrand

The unmelting ice crystal used to forge this blade is mined from Elemental Plane of Ice or found in Interdimensional Rift. Imbued with the ice element, it glows with a blue tint. It's well-known as a counterpart to Firebrand.

* The blade deals cold damage instead of slashing or piercing damage.
* On a critical hit, the blade releases cold energy in 10-foot radius sphere. Each creature within the area must make a CON saving throw. On a failed save, a creature takes cold damage equal to the weapon damage. On a successful save, it takes half as much damage.
* As a bonus action, you can cover yourself or an ally within 5 ft. of you with a thin and wispy barrier. It grants resistance to fire damage and lasts 1 round.
* In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 ft.
Dart

Dart or shuriken is a small throwing weapon. There are many sizes and shapes in use, but there are three main kinds of dart: the spike, the star, and the blade. A spike dart is simply a large pin that tapered to a sharp point. A star dart could have three to eight razor-edged points; the design ensured that at least one point would strike a target. A blade dart is a small balanced knife for throwing.

**Special.** Dart doesn't require wielding the weapon to attack but a free hand. Drawing dart is part of the attack. Each time you attack, you expend one piece of dart.
Brigand Captain

It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of brigands in line. The Brigand captain has these qualities in spades.

More than treasure, a Brigand captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation.
Pegasus

Pegasi, at first glance, resemble mere horses with large bird-like wings. Despite this, they have other avian features as well: their lower legs are feathered instead of furred and their manes and tails are also of feathers.

Being wild and shy magical creatures, pegasi are not easily tamed and ridden. A pegasus will serve as an aerial steed only to a good-natured humanoid. If the rider become evil after it tamed a pegasus, the pegasus rejects them.

## Behaviour and Tactics

Pegasi prefer to avoid combat if they can, instead using their speed and agility to lead their opponent on a chase, tiring them out.

In combat, pegasi use a common tactic which is striking a target from above. The pegasus dive at a target from high and deliver a devastating attack with their hooves. If facing an opponent larger then they are, pegasi lure them into a confining space, where the larger opponents size is at a disadvantage.

## Loot

A single pegagus egg could fetch up to 3,000 sp. Young pegasi are usually sold at a price of 5,000 sp each.
Farclasp Wraps

These armwraps are originally designed to be a simple method of safety precautions for workers aboard flying cities, particularly the cloudwrights responsible for external inspections.

The wraps can briefly extend your reach and allow you to affect things within 15 ft. range. The wraps effectively function as hands for you even if you are missing hands.

Each type cost differently.

 20 gp
 30 gp
 50 gp
 100 gp

Collected from Aripockily's Homebrew
Sling

A sling is a missile weapon consisting of a cord with a pouch to hold a stone. The cord may be made of leather or cloth. The user swings the sling in a circle and then releases the stone which flies at a high speed at the opponent.

A sling can be a deadly weapon in the hands of a trained slinger, specially halflings.
Guard

Guards include sentries in a citadel or fortified town, the bodyguards of nobles and merchant caravan guards.

### **Variant Equipment:**

1. Village Guard: Poorly armed with minimum wage.
2. Town Guard: Usually work as caravan guards or mobile sentry.
	* gain Shield
3. City Guard: Serve as infantry in military units.
	* gain Breastplate, Shield
Adept Staff

Staff is specially constructed focus weapon that has traditionally been used primarily by spell casters. The appearance doesn’t always convey its potential power, though, it can be used as means of attack and defense.

A typical staff measures anywhere from 4 feet to 7 feet long and is 2 inches to 3 inches thick. Most staves are made of imbued wood, but some are bone, metal, or even crystal.
Pirate Captain

In addition to managing a crew of selfish malcontents, the Pirate captain has a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

More than treasure, a Pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation.
Basilisk

A basilisk is a multi-legged, reptilian horror whose deadly gaze transforms victims into porous stone. With its strong jaws, the creature consumes this stone, which returns to organic form in its gullet. Though not malicious, basilisks are indisputably dangerous.

## Behaviour and Tactics

Basilisks are lazy and cowardly creatures, but evilly cunning. They made their lairs in dark underground caves where there is a ready and easily accessible food and water supply. Basilisks rely upon their powerful magical characteristics for hunting and are unprepared for a hard pursuit.

Basilisks have a very slow metabolism, making their movements sluggish and clumsy. They only need to eat one large meal (the size of a deer or a humanoid) a month.

## Loot

* Basilisk venom is a valuable alchemy ingredient. A vial is worth at least 45 gp. It can be used to create a Stone Salve, which ends the petrified condition on a creature it is applied to.
* Basilisk hide is all the rage in the more fashion conscious circles. It worths 544 gp.
* Basilisk fang or spike can be crafted into a dagger that deals an additional 3 (1d6) poison damage on a hit.
Spectre

A specter appear as a humanoid, with a mostly transparent and faintly luminous form. They look much as they did in life, though the injuries that caused their violent deaths are visible on many specimen and can be recognized by someone who know what the person looked like.

They have a hatred for all living things but retain their minds and capability to think.

## Behaviour and Tactics

A specter-haunted place and the vicinity of a specter is cold, though in no harmful way. Animals also refuse to get into the vicinity of a specter and suffer from uncontrollable fear when forced to go near one.
Kobold Ambusher

Kobold ambushers are kobolds that excel in all manner of underhanded tactics. Never ones for a fair fight, ambushers make use of practiced stealth to strike unseen and hit and run tactics to wear down their foes.

## Behaviour and Tactics

They prefer to lay traps or ambushes, and will only engage a foe directly after it is weakened.

They dislike gnomes to such an extent that they will attack on sight.
Shortsword

In essence, this weapon is a smaller version of the longsword but longer than a dagger, having many of the same parts including a generally blade, cross-guard, grip, and pommel. Light and maneuverable, yet able to provide many different types of attacks, it is arguably the most common weapon on the battlefield.
Darathra Shendrel

As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. She is also a good winemaker. She was busy adjudicating local laws, which are then enforced by her light cavalry, the Twelve.

In addition to her gear, Darathra has an unarmored warhorse named Buster.

- ***Weapon Bond :*** Flame Tongue

- ***Feat :*** Ritual Caster (familiar Eagle)

### **Equipment:**

* Flame Tongue *(Whip, Rare Magic Item)*: You can use a Bonus Action to speak this magic whip's Command Word, causing flames to erupt from it. These flames shed bright light in a 20-foot radius and dim light for an additional 20 ft. While the whip is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or sheathe the whip.
* War Horse named Buster

## Behaviour and Tactics

 Bond
 Flaw
Soul Trap Card

Soul Trap Card is used to temporarily bind the soul of a creature to your will.

When you reduce a creature to 0 hit points, you can use your reaction to hold out a "soul trap card" on your person. That creature must succeed on a DC 13 CHA saving throw or instantly disappear, becoming trapped inside the card and regaining all its HP. A creature with legendary actions or has no soul will automatically succeeds on this saving throw.

The DM chooses or determines randomly the creature type.
Goat

Goats are herd animals that dwell in dry, rocky places of the world. Famously able to ingest almost anything, they have been domesticated for their wool, milk, and meat, but substantial wild populations still remain.

## Behaviour and Tactics

Most goats prefer to escape combat, fleeing up rocky paths (which they manage with excellent agility) rather than choosing to stand and fight. If ill-tempered, a goat may charge, using their horns to inflict some painful wounds on those unprepared for the attack.
Feuillelune

Situé dans la forêt Noire de Gilnéas, Tal'doren (alias le « foyer sauvage ») est le seul arbre au monde qui laisse pousser de la feuillelune à ses pieds. Touchée par la grâce d'Élune, cette plante symbolise la nature et joua un rôle essentiel au cours des cérémonies druidiques qui permirent aux worgens de gagner la maîtrise de leur forme en préparant leur esprit pour le rituel.

## Trivia :

* Comestible, la feuillelune s'avale sans aucun mal après avoir été mâchée. Sa texture, douce et lénifiante, produit un sentiment de calme intérieur.
* Sous les conseils avisés de Genn Grisetête, le roi Varian Wrynn  accomplit le même rituel que les worgens pour se réconcilier avec lui-même et contrôler sa rage.
Hobgoblin Warlord

A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle. Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Hobgoblins organize themselves into tribal bands known as legions. A legion is headed by a warlord with several captains serving under its command.

## Behaviour and Tactics

Hobgoblins deploy all their skills and cunning in battle. They are battlemasters in nature.
Ghoul

A ghoul appears as an emaciated, roughly humanoid creature with an almost-hairless mottled, decaying hide stretched tight over its bones. It has the sharp teeth, jagged claws, and sunken eyes that burned as it they were hot coals.

Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. Like maggots or carrion beetles, they thrive in places rank with decay and death.

## Behaviour and Tactics

Ghouls sought to ambush and surprise unwary victims wherever they can, usually hiding behind gravestones or in shallow graves they can swiftly burst out of.
Gangrétoffe

La gangrétoffe est un tissu magique imprégné d'énergies démoniaques. Les satyres, d'immondes serviteurs de la Légion ardente, portent parfois de cette étoffe qui a la particularité de brûler la peau et de pervertir l'esprit. Les vêtements qui en sont composés résistent à l'Ombre.

## Trivia :

* Les habits en gangrétoffe s'imbibent souvent de sang et deviennent donc rouges avec le temps.
* Bien que ce soit risqué, ceux qui pratiquent la magie peuvent gagner en puissance en se couvrant de gangrétoffe, car ignorer et supporter la douleur leur permet d'aiguiser leur concentration.
Foudrargent

### Localisation

Rade de Tiragarde, Vol'dun, Vallée Chantorage, Drustvar, Nazmir, Zuldazar, etc...

### Utilité

* Forge (armes et armures)
* Ingénierie
* Joaillerie
* Constructions navales

Rejeté par la terre sur les continents de Kul Tiras et Zandalar, le foudrargent est un minerai très léger et inoxydable. Il est nécessaire de l'extraire par petits coups successifs en raison de sa grande fragilité à l'état brut, mais une fois transformé en métal, il sert largement dans la construction de bateaux ou la fabrication d'armes et d'amures pour sa robustesse.

Auprès des humains et des trolls, le foudrargent est sujet à de nombreuses superstitions : le moindre fragment utilisé sur un navire doit impérativement être béni par un eaugure ou un chante-vague et à peine est il sanctifié qu'il faut l'immerger sous la mer pendant une année toute entière. Si ces étapes ne sont pas respectées à la lettre, c'est le naufrage assuré. Secott l'Orfèvre, un maître des mineurs zandalari, ne croit cependant pas à ces histoires et les trouvent même ridicules.

## Trivia :

* Une armure en foudrargent est tellement légère qu'il est possible de nager avec.
* Les zandalaris recouvrent les barres en foudrargent d’un placage en or avant de les intégrer à leur navire.
* Les qualités du foudrargent sont aussi convoitées par les nagas. Il n'est pas rare que ces derniers prennent en filature des navires jusqu’au lieu d’immersion du métal pour massacrer l'équipage et s'emparer de la cargaison.
Ghost

A ghost is the soul of a deceased sentient creature that had been bound to haunt a specific area, object, or creature that hold significance to them when they were alive.

Often this state of existence is because of their deaths being tremendously emotional, a soul having been horrendously corrupted or because they have unfinished business. The "unfinished business" that drive ghosts varied widely. Some might seek to fulfill an oath, others to relay a message to a loved one, while some might simply desire to have their death avenged.
Undine

Undines are fey water spirits live among rivers and lakes, on isolated shores, or amid coral labyrinths and deep sea fumaroles. They typically appear like a beautiful, translucent, blue female humanoid composed entirely of water.

Sailors across the world claim that undines know all the secret aquatic routes. Using this hidden system of currents and arteries, a ship might reach any destination in record time, be it across the sea or along a river a hundred miles inland.

## Behaviour and Tactics

Curious by nature, undines often seek out what the seas and rivers claim. Undines are known to befriend aquatic creatures, or even to keep modest menageries.
Sprite

Sprites are the warrior relatives of pixies. They are fierce defenders of good wherever they dwelt, and are also firm judges of other creatures' hearts and intentions.

Sprites brew toxins, unguents, antidotes, and poisons, including the sleep poison with which they coat their arrows. They venture far into the woods to harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags.

## Behaviour and Tactics

For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or frightened off.
Dagger

A dagger is a short, two-sided blade used for the basic utility as well as personal weapon. They are not as long as a shortsword, but are larger than a common knife. There are many type of dagger, such as:

* A *dirk* is a slender dagger used for stabbing and thrusting. Its blade is sturdy enough to piercing armor.
* A *jambiya* is a sharply curved dagger, almost like a hook. They tended to leave long, narrow wounds in an opponent.
* A *kukri* is a basic utility knife that makes a great weapon. The extra weight at the wide end of the blade lets it chop efficiently. It has Crits +1 property.

A *sai* is actual a blunt baton with two prongs, which look alike a dagger. Its damage is bludgeoning. It doesn't have thrown property.
Orc Hunter

Often the least of the orcs are left behind as defenders. Inferior in all skills of worth, they are relegated to menial tasks such as harvesting, mining, building. However they're still deadly with ranged weapons.

## Behaviour and Tactics

Easily offended and impatient, orcs generally preferred violent solutions and rarely considered multiple ways of approaching a problem.
Awakened Shrub

An awakened shrub is an ordinary shrub given sentience and mobility by the Awaken spell or similar magic.

## Behaviour and Tactics

Shrub is super excited about everything, wants to see the world, taste water from *everywhere*, feel the sun from a dozen different countries.

Shrub doesn't find wine or ale disgusting, quite opposite, it's marvelous.

Shrub is slow to talk, unless about photosynthesis, weather patterns, soil moisture.

Shrub doesn't care immensely about losing a branch or two, but has a limit somewhere.
Bat

Bats are primarily nocturnal predators that prey almost exclusively on creatures smaller than themselves.

Sometimes they gather into a Swarm of Bats.

## Loot

Bat wings, fangs, and ears play a role in many alchemy recepies.

Guano, the droppings of bats, is also valuable for fertilizer and as an explosive agent for fire magic.
Hobgoblin Devastator

Hobgoblin know the value of arcane magic in warfare but have little knowledge of or use for spells that have no use on the battlefield. Devastators are taught potent, destructive spells and also learn the fundamentals of evocation magic. They seldom employ sophisticated tactics, functioning essentially as a mobile artillery battery.

## Behaviour and Tactics

Devastator can accurately assess enemies’ weaknesses and select targets accordingly, as well as recognize when it’s outmatched.
Ogre

Ogres are hulking giants notorious for their quick tempers. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash.

Ogres are as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure.

## Behaviour and Tactics

Ogres generally prefer to rely on ambushing their foes and overwhelming them through sheer numbers.

## Loot

Ogres carry rough sacks on their raids, which they fill with fabulous “treasure” taken from their victims. This might include a collection of battered helmets, a moldy wheel of cheese, a rough patch of animal fur fastened like a cloak, or a squealing, mud-spattered pig. Ogres also delight in the gleam of gold and silver, and they will fight one another over small handfuls of coins. Smarter creatures can earn an ogre’s trust by offering it gold or a weapon forged for a creature of its size.
Imp

An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. They are vicious, manipulative fiends that are among the weakest beings in the infernal.

Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can’t be relied on to carry out tasks with any speed or efficiency.

## Behaviour and Tactics

Although durable, imps are cowardly creatures that battle only if necessary. Imps rely on the element of surprise, first turning invisible or entering animal form. From there, they wait for an opportunity to strike, such as the enemy becoming distracted, before striking and escaping from reach. Imps will immediately flee if a battle was no longer going in their favor.
Nothic

Nothics are one-eyed creeping monsters that lurk in places with great magical knowledge, which they themselves crave. Nothics are the result of a curse befalling wizards who delved too deep into arcane knowledge.

## Behaviour and Tactics

A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies’ bones.

***Cursed Arcanists.*** Rather than gaining the godlike supremacy they crave, some wizards who devote their lives to unearthing arcane secrets are reduced to creeping, tormented monsters by a dark curse left behind by Vecna, a powerful lich who, in some worlds, has transcended his undead existence to become a god of secrets. Nothics retain no awareness of their former selves, skulking amid the shadows and haunting places rich in magical knowledge, drawn by memories and impulses they can’t quite understand.

***Dark Oracles.*** Nothics possess a strange magical insight that allows them to extract knowledge from other creatures. This grants them unique understanding of secret and forbidden lore, which they share for a price. A nothic covets magic items, greedily accepting such gifts from creatures that seek out its knowledge.

***Lurkers in Magical Places.*** Nothics are notorious for infiltrating arcane academies and other places rich in magical learning. They are driven by the vague knowledge that there exists a method to reverse their condition. This isn’t a clear sense of purpose, but rather an obsessive tug at the end of the mind. Some nothics are clever enough to realize that this is merely part of the strange lesson for their folly, a false hope to drive them to seek out more arcane secrets.
Goblin

Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.

## Behaviour and Tactics

Goblins often sneak up on enemies and deal them a blow from hiding and then slip away before they could be retaliated against.

When they have superior numbers in battle, goblins will attempt to flank lone combatants.
Troll

Trolls are ravenous, predatory species of giant-kin found throughout almost all the regions and types of climates. They are uncivilized, monstrous creatures with voracious appetites that roam from one area to the next feeding upon whatever they can.

Their bodies have thick, rubbery hides colored in shades of mossy green or putrid greys. Only acid and fire can arrest the regenerative properties of a troll’s flesh.

### **Optional feature:** Loathesome Limbs

Whenever the troll takes at least 15 slashing damage at one time, roll a d10 to determine what else happens to it:

 **10** | The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head.

If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 HP, and the troll's Regeneration trait.

* A **severed leg** is unable to attack and has a speed of 5 feet. The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone.
* A **severed arm** is unable to attack and has a speed of 5 feet. Each time the troll loses an arm, it loses a claw attack.
* The **severed head** is unable to attack and has a speed of 0 feet. The troll loses its bite attack, Keen Smell trait and its body is blinded unless the head can see it.

If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.

A decapitated troll might grow two heads from the stump of its neck.

## Behaviour and Tactics

They have absolutely no fear of death and never concern about the size or number of their prey.

They wildly attack with their claws and fierce bites. But it's not seldom to see ones wielding weapons. On occasion they would throw large stones before closing the gap with their prey.

The trolls, enraged, will attack individuals making acid and fire attacks against them above all other prey.

## Loot

Because of the regenerative properties of troll blood, it is extremely valuable. The blood that can be extracted from one troll was worth upwards of 400 gp. This green viscous liquid is used in the manufacture of poisons, antidotes and certain potions of healing.
Voile-misère

### Utilité

* Alchimie (poisons, potions de furtivité, de voilage, élixirs de dissimulation, de l'oeil inquisiteur, etc...)
* Calligraphie (moutures)

Le vaste marécage de Zangar regorge de nombreux genres et espèces de champignons. Parmi eux se trouve l'insolite voile-misère, au long pied blanc et au chapeau bioluminescent.

Au mépris de sa visibilité, ce champignon témoigne de formidables propriétés qu'un alchimiste peut exploiter pour passer inaperçu ou aiguiser sa vue. Mais gare aux monstres des tourbières obnubilés par sa lumière.

## Trivia :

* Les assassins de la tribu Tourbedague confectionnent un poison particulièrement virulent à base de voile-misère alors qu'il n'est même pas toxique.
* Certaines potions, composées de voile-misère, déclenchent parfois des effets secondaires aléatoires.
Firebrand

The undying flame crystal used to forge this blade is mined from Elemental Plane of Fire or found in Interdimensional Rift. Imbued with the fire element, it glows with a red tint. It's well-known as a counterpart to Icebrand.

* The blade deals fire damage instead of slashing or piercing damage.
* On a critical hit, the blade releases fire energy in 10-foot radius sphere. Each creature within the area must make a CON saving throw. On a failed save, a creature takes fire damage equal to the weapon damage. On a successful save, it takes half as much damage.
* As a bonus action, you can cover yourself or an ally within 5 ft. of you with a thin and wispy barrier. It grants resistance to cold damage and lasts 1 round.
* In scorching temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 ft.
Trade Goods

Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).

**Regulation and Bartering**

Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

## Food and Spice

These are most commonly exchanged goods. No settlement turn down a bargain of this kind.

## Livestock

These are commonly exchanged goods. Yet some settlements don't want them inside of their wall.

## Material and Hardware

These are also commonly enchanged goods. Many settlements have high demand and even tax-free for them.
Amron Fortepoigne

**Mère :** Runoras †

 **Frère aîné :** Bhelnam †

— *Amron Fortepoigne* | ”

Amron Fortepoigne est l'actuel contremaître de la Caldera, une confrérie minière et métallurgique fondée par son père, Nuehb. [...]

## Personnalité :

Amron a une respiration lourde et une haleine brûlante. Avec sa grondante mauvaise humeur, il lui arrive d'être comparé à un volcan. [...]
Winter Wolf

The arctic-dwelling winter wolf is more akin to a Worg than an actual Wolf, being of wicked intelligence and cunning. They have snow-white fur and pale blue eyes. Some adorn themselves with symbols of individuality, such as special markings or accessories. Powerful winter wolves may glow with a pale blue energy, radiating cold from their wild fur.

Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.

## Behaviour and Tactics

Using their fur as camouflage, winter wolves lay in wait for prey. When an ambush was triggered, winter wolves encircle their prey and take turns to attack, or attempt to pin it. They can blast an area with cold winds and shards of ice.

Though as smart as any human, they are still wild and savage, embracing the primal spirit of the frigid wilderness in which they live. They delight in the suffering and fear of their prey.

## Loot

Their pelts are quite soft and lovely, fetching a high price on the open market.
Vine Blight

Appearing as masses of slithering creepers, vine blights is an awakened horrid plant. It hides in undergrowth and wait for prey to draw near. Vine blight is the only blight capable of speech, taunting victims or bargaining with powerful foes.

As with other blights, bramble blight is a type of malevolent creature created when a plant became corrupted by an evil force. It infest surrounding plants and trees, either killing them or turning them into blights.

## Behaviour and Tactics

By animating the plants a round them, vine blights entangle and hinder their foes before attacking.
Master Orb

The myriad of threats that adventures face often go well beyond mere weapons. So it might seem ungainly to carry a small instrument in the off-hand, but great power can be contained in a perfect sphere, inhuman skull or tome of forbidden script scrawled in the tongues of kingdoms past.

**Special.**

* The orb regains 1d10 expended Charges daily at dawn.
* You can use an Action to convert unexpended Charges from the orb into one spell slot. Once used this way, roll a d20. On a 1, the orb loses all charges. On a 20, the orb regains 1d4 charges.

 Spell Slot Level
Carpet of Flying

A carpet of flying is a beautifully and intricately made rug that has the power of flight. You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

Four sizes of *carpet of flying* exist. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.

 4 ft. x 6 ft.
 5 ft. x 7 ft.
 6 ft. x 9 ft.

It's said that flying carpets were invented by Calishite or other southern mages as a magical means of transportation that do not involve planar magic since most Calishites are afraid of the latter magics.
Novice Orb

The myriad of threats that adventures face often go well beyond mere weapons. So it might seem ungainly to carry a small instrument in the off-hand, but great power can be contained in a perfect sphere, inhuman skull or tome of forbidden script scrawled in the tongues of kingdoms past.

**Special.**

* The orb regains 1d4 expended Charges daily at dawn.
* You can use an Action to convert unexpended Charges from the orb into one spell slot. Once used this way, roll a d20. On a 1, the orb loses all charges. On a 20, the orb regains 1d4 charges.

 Spell Slot Level
Angel Swords

### Powers

Can harm or kill any angels, including Higher Angels, other powerful Supernatural Entities except for harming Primordial Species Level Entities.

### Location/Status

Carried by the Powers Angels at all times. Two Angel Swords per each Powers

These angelic weapons bare a strong resemblance to a Renaissance Falchion sword. They have a perfect crafted cross guard and a black handle. Like a standard angel blade, these swords are crafted from Empyrean Steel, but blessed with greater power to have the ability to kill a majority of supernatural entities and Higher Angels.

Although they cannot kill a Primordial Species Level Entity such as an Archangel but it can harm them.

## Known Wielders

* Chamuel
* Camael
* Cassiel

## Angel Swords (Grigori)

### Powers

Can harm or kill any angels, including Higher Angels, other powerful Supernatural Entities except for harming Primordial Species Level Entities.

### Location/Status

Carried by the Grigori at all times. Two Angel Swords per Grigori

The Grigori to carry their own Angel Swords, but unlike the ones that the Powers carry around, these resemble a Renaissance Rapier Sword. It has a beautiful crafted swirl-like cross guard and the blade is much thinner than the Powers Angel Swords.

Like a standard angel blade, these swords are crafted from Empyrean Steel, but blessed with greater power to have the ability to kill a majority of supernatural entities and Higher Angels.

Although they cannot kill a Primordial Species Level Entity such as an Archangel but it can harm them.

## Known Wielders

* Ariel
* Ezekiel
* Gadreel