recursal/Fanatic-Fandom huggingface dataset:
Stuffy Familiar

*Wondrous item, uncommon*

This small stuffed animal is soft to the touch and perfect for hugging. If you can cast the *find familiar* spell, you can use the animal as the material component for the spell, without it being consumed. When you do, the familiar inhabits the form of the stuffed animal, whose appearance you can change as part of casting the spell in this way. The familiar is a construct, in addition to being either a celestial, fey, or fiend, but its statistics are otherwise unchanged from its normal form. The familiar's stuffed animal form must be appropriate to the statistics of its normal animal one. For example, a familiar within a griffon stuffed animal could use the statistics for a cat or hawk, but not a poisonous snake. The stuffed animal grows or shrinks to match the size of the familiar's normal form.

While the familiar remains motionless, it is indistinguishable from a normal stuffed animal. If you temporarily dismiss the familiar, the stuffed animal and familiar disappear into a pocket dimension together. If the familiar is dismissed forever or drops to 0 hit points, it leaves the stuffed animal behind.
Wand of Polymorph

*Wand, very rare (requires attunement by a spellcaster)*

**Weight:** 0.05 lb.

**Estimated Value:** 32,000 gp

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

**Source:** DMG p211
Rod of the Pact Keeper +1

*Rod, uncommon (+1), (requires attunement by a warlock)*

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Two-Bird Sling

*Weapon (sling), rare*

You have a +1 bonus to Attack and Damage Rolls made with this weapon.

When you make a ranged Attack with this sling and hit a target, you can cause the Ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged Attack against the second target.
Wand of Binding

*Wand, rare (requires attunement by a Spellcaster)*

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

**Spells.** While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).

**Assisted Escape.** While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Wyvernblade

*Weapon (rapier or shortsword), rare (requires attunement)*

This blade's guard is fashioned after a wyvern in its design. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

The weapon has 3 charges and regains all expended charges daily at dawn. While holding the weapon, you can use an action to expend 1 of its charges to fly up to 60 feet in a straight line toward a point or target that you can see. If the target is a creature, you can also make a special attack against it using the blade. On a hit, the target takes an extra 4d6 poison damage, and it can't use its reaction until the start of its next turn. You have advantage on the attack if you fly at least 30 feet toward the target in this way. At the end of your turn, you can choose to fly up to another 30 feet either horizontally or downward.
Sword of Answering

*Weapon (longsword), legendary (requires attunement by a creature with the same alignment as the sword)*

In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

**Weight:** 3 lb.

**Source:** DMG p206
Viper's Katana

*Weapon (longsword), rare (requires attunement)*

This menacing curved blade is detailed with hundreds of metallic scales and has a serpentine hilt. When you hit a creature with an attack using this magic weapon, that creature takes an extra 1d6 poison damage. This weapon has the finesse property.

Once on each of your turns when you hit a creature with this weapon, you can choose to deal no damage to it. You make this decision after determining that the attack hits, but before rolling the damage for it. Instead, that creature must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. If the target was surprised, it has disadvantage on the saving throw. When the poison ends, the creature takes 2d8 piercing damage and 2d6 poison damage, as if a great serpent had suddenly struck it. Once a creature has been poisoned in this way, it automatically succeeds on its saving throw against this property for the next 24 hours.
Weapon of Song +2

### Abilities

* *You have a +2 bonus to Attack and Damage Rolls made with this weapon depending on its rarity.*
* *While attuned to and wielding the weapon, you may make a DC 15 Charisma (Performance) check as a bonus action. If you succeed on this check, you grant any number of creatures of your choice who can hear you and are within 60 feet, one use of your Bardic Inspiration which lasts until the end of your next turn and expends one use of your Bardic Inspiration.*
Tome of Advanced Fighting Styles

*Wondrous item, very rare*

This book's magically charged pages are filled with detailed descriptions and illustrations that teach unique styles of combat. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, you gain one of the following Advanced Fighting Styles:

*Advanced Simplicity.* Your attacks made with simple weapons score a critical hit on a roll of 19 or 20.

*Crushing Blows.* When you score a critical hit using a melee weapon that has the heavy property, the target takes extra bludgeoning damage equal to 5 + the ability score modifier you used for your attack and damage rolls.

*Net Mastery.* When you throw a net, its normal and long range is doubled. In addition, the first time that a creature attempts to escape from a net that you threw, the escape DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice), unless it's already higher.

*Quick Shot.* You gain a special reach with ranged weapons called a firing reach that's a number of feet equal to 5 + your normal reach. While you are wielding a ranged weapon, other creatures provoke an opportunity attack from you when they move out of your firing reach.

*Readied Bulwark.* You gain a +2 bonus to AC against opportunity attacks while holding a shield.

*Versatile Expert.* When you hit with an attack using a weapon that has the versatile property, you can use the two-handed damage die even if you're only wielding the weapon with one hand.

You can't take an Advanced Fighting Style option more than once, even if you later get to choose again. Once the book has been used to grant an Advanced Fighting Style, it loses its magic, but regains it in a century.
Standard of Courage

*Weapon (any), rare (requires attunement)*

* *You have a +1 bonus to attack and damage rolls made with this weapon.*
* *As an action, you may thrust the standard into the ground and create a safeguard for yourself and your allies. You may choose up to 4 creatures that gain a +3 to saving throws while within 15 feet of the standard for 1 minute. You may use this feature once per long rest. You may not use this item as a weapon while this effect is in place.*
Sword of Life-Stealing

*Weapon (any sword), rare (requires attunement)*

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.

**Applicable Weapons:**

 Longsword
 Rapier
 Scimitar
 Shortsword
Staff of the Python

*Staff, uncommon (requires attunement by a Cleric, Druid, or Warlock)*

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Wand of Entanglement

*Wand, uncommon (requires Attunement by a spellcaster)*

This wand has 7 Charges. While holding it, you can use an Action to expend 1 of its Charges to cast the *Entangle* spell (save DC 13) from it.

The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. (*The Sunless Citadel*)
Weapon of Warning

*Weapon (any), uncommon (requires attunement)*

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Magic Pocket

As the spell surges towards you, you crack open a pocket dimension. If the spell is 2nd level or lower, it automatically enters the pocket dimension, and is stored. If it is 3rd level or higher, you must make an ability check using your spellcasting ability, with a DC of 12 + the spell’s level. On a failure, this spell fails, and on a success, it is stored.

Within a minute, you may use an action to cast the spell you stored. This uses your modifier, for the sake of attack rolls.

**At Higher Levels.** When you cast this spell at 4th level or higher, spells of one level higher are automatically stored for every level above 3rd.
Wind Fan

*Adventuring Gear (wondrous Item), Uncommon*

While holding this fan, you can use an Action to cast the Gust of Wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
Wand of Paralysis

*Wand, rare (requires attunement by a spellcaster)*

**Weight:** 0.05 lb.

**Estimated Value:** 16,000 gp

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

**Source:** DMG p211
Windswept Wyvernplate

*Armor (halfplate), rare (requires attunement)*

This half plate armor feels like any other when first put on. Once attuned, however, the armor seems to breathe along with you, growing lighter with your inhalations. While you are attuned to this armor, you can hold your breath at any point to both lighten the armor and quiet its clattering, negating the usual disadvantage imposed on Dexterity (stealth) checks by half plate. If you speak while holding your breath, whether it be to your party or to cast a spell requiring verbal components, you will need to stand still until you can take another breath in order to retain any previous Dexterity (stealth) roll you made.

In addition, if you are falling while wearing this armor, you can hold your breath as a reaction to cast *featherfall*, targeting only yourself, at will. While falling in this way, you must succeed on a Constitution saving throw, as if maintaining concentration, each time you take damage to continue holding your breath or else the spell effects end. If you fail and begin falling again, you can use your reaction on your next turn to hold your breath again and slow your descent.
Weapon of Luck

*Weapon (any), very rare (requires attunement)*

* *You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.*
* *While the weapon is on your person, you also gain a +1 bonus to saving throws.*
* ***Luck**. If the weapon is on your person, you can call on its luck (no action required) to reroll one Attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.*
Wand of Fear

*Weapon (Wand), rare (requires Attunement)*

This wand has 7 Charges for the following Properties. It regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Command: While holding the wand, you can use an Action to expend 1 charge and Command another creature to flee or grovel, as with the Command spell (save DC 15).

Cone of Fear: While holding the wand, you can use an Action to expend 2 Charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its Action, it can use only the Dash Action or try to Escape from an Effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge Action. At the end of each of its turns, a creature can repeat the saving throw, Ending the Effect on itself on a success.
Tea Weird

*Wondrous item, common*

This Tiny, sentient fragment of a charmed water elemental has an endless desire to create tea. When given a leaf or other potential tea ingredient, its watery form gurgles happily as it begins to steep it, magically heating the water surrounding the ingredient to its ideal brewing temperature. It only picks up materials it chooses to and can control whether or not it's wet to the touch. The *tea weird* can inhabit up to 1 gallon of water, or as little as 1 ounce. Any water controlled by the *tea weird* is magical for the duration.

The *tea weird* is considered a magical object and is not a creature. It has a speed of 5 feet and can hover up to 5 feet off the ground. It has AC 10, 10 hit points, and has resistance to all damage. The *tea weird* regains all its hit points if given at least 1 ounce of water. Drinking the entire *tea weird* is harmless to you, but destroys the item.

Sentience. The *tea weird* is a sentient chaotic good item with an Intelligence of 3, a Wisdom of 8, and a Charisma of 6. It has hearing and darkvision out to a range of 60 feet. It can't speak or read, but understands Aquan and Common.

Personality. The *tea weird* is dedicated to making tea. It will happily collect moisture, steep it with fresh ingredients, and then separate itself from the freshly brewed tea by pouring it into a cup or similar vessel. It avoids combat at all costs and enjoys resting in cups, kettles, or the pockets of friendly creatures.
Harold Das

**Harold Das** is the co-founder of the Das & Co. tobacco factory along with Antony Das, as well as the creator of his version of the drug Datura. He was the brother of Antony Das and the uncle of Leo Das and Elisa Das. He

## Biography

### Beginning of Drug Cartel

Harold went to Canada for studies. There, he met with various drug cartels and worked with them. He returned to India to started a company with his elder brother Antony Das called Das & Co. His main goal is to make his company the world's largest drug cartel, starting by creating an altered version of Datura, which is more lethal than cocaine.

### Blood Sacrifice

While Leo Das and others were celebrating, the Reverend who knew astrology, gave a terrible news that Antony Das should either sacrifice one of his children (Leo or Elisa). Harold suggested to the frustrated Antony to kill Leo, but Antony decided to kill Elisa. As the celebration on the other side goes on, Harold slowly joins just to knock them out. He got Hridayaraj and Gabby tied up, but Leo was tied up to the chair in such a way he gets to hear from Antony who was ready to kill Elisa. Things went sideways when Leo made an escape and rescued Elisa and his trusted allies. As Leo burns the factory, Harold stabbed Elisa to death. The raged Antony shoots Leo from the back.

### The Return of Leo

23 years later, he witnessed an image of a man named Parthiban who looks like Leo. After seeing this, he informs Antony about him. Antony immediately left with his men for Theog. After Harold kidnapped his son, Parthiban chased and killed Antony. He then asked him to bring his brother's body to him in return for his kidnapped son, but when Parthiban arrives, he sends his men to kill Parthiban's family, but they are killed by Parthiban's allies. Harold's men attack Parthi at their lair, but he manages to fend them off. As Harold and Parthi engage in a fistfight, Parthi grabs a gun and holds Harold at gunpoint. At this point, Harold admits that Parthi is not Leo and states that he and his family can walk away freely. However, Parthi starts laughing and finally admits that he is Leo before shooting Harold in the head.

## Relationships

### Family

* Antony Das † - Brother
* Parthiban/Leo Das - Nephew, Killer
* Elisa Das † - Niece, Victim
* Unnamed Sister-in-law †
* Sathya Parthiban - Niece-in-law
* Siddharth Parthiban - Grandnephew-in-law, Hostage
* Mathi Parthiban - Grandniece-in-law

### Allies

* Antony's Right Hand †
* Das & Co. henchmen - Subordinates
* Unnamed Hawk

### Enemies

* Hridayaraj D'Souza - Former Subordinate
* Gabby - Former Subordinate
* Napoleon
Talisman of Pure Good

*Wondrous item, legendary (requires attunement by a creature of good alignment)*

**Weight:** 0.05 lb.

**Estimated Value:** 71,680 gp

This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.

The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.

**Source:** DMG p207
Staff of the Adder

*Staff, uncommon (requires attunement by a cleric, druid, or warlock)*

You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.

You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.

The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.
Teeth of Dahlver-Nar

*Wondrous item, artifact (requires attunement)*

The *Teeth of Dahlver-Nar* are stories given form. They are a collection of teeth, each suggestive of wildly different origins and made from various materials. The collection rests within a leather pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.

*Using the Teeth.* While you are holding the pouch, you can use an action to draw one tooth. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).

If you don't sow or implant the tooth, roll a die at the end of your turn. On an even number, the tooth vanishes, and creatures appear as if you sowed the tooth, but they are hostile to you and your allies. On an odd number, the tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).

Each tooth can only be used once. Track which teeth have been used. If a tooth's result is rolled after it's been used, you draw the next lowest unused tooth on the table.

*Sowing Teeth.* To sow the tooth, you place it on the ground in an unoccupied space within your reach, or you throw it into an unoccupied space within 10 feet of you in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving no hole behind, or it vanishes into the water. The creatures noted in the Creatures Summoned column appear in an unoccupied space as close to where the tooth was sown as possible. The creatures are allies to you, speak all languages you speak, and linger for 10 minutes before disappearing, unless otherwise noted.

*Implanting Teeth.* To implant the tooth, you place it in your mouth, whereupon one of your own teeth falls out, and the drawn tooth takes its place, resizing to fit in your mouth. Once the tooth is implanted, you gain the effect noted in the Implanted Effect column. The tooth can't be removed while you are attuned to the teeth, and you can't voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined randomly. The replaced tooth vanishes, and you lose the implanted effect.

*Recovering Teeth.* Once all the teeth have vanished, their pouch also vanishes. The pouch with all the teeth then appears in a random destination, which could be on a different world of the Material Plane.

*Destroying the Teeth.* Each tooth must be destroyed individually by sowing it in the area where the tooth's story originated, with the intention to destroy it. When planted in this way, creatures summoned are not friendly to you and do not vanish. Some of the creatures summoned merely head off in search of home, while others act as their tales dictate. In either case, the tooth is gone forever.
Vagrant's Wrist Stiletto

*Wondrous item, rare*

This single bracer has a hidden compartment on its underside. Within it lies a thin blade, which can be magically extended from the bracer on your turn (no action required, or as part of the Attack action) or retracted again using a bonus action. While the blade is extended, it can be used as a magic dagger, but only if that hand is empty. You gain a +1 bonus to attack and damage rolls made with this dagger, which can't be thrown, and you are considered to be holding it while it is extended.

If you're a rogue and extend the blade from the bracer as part of the Attack action, you can use your Sneak Attack when you make an attack with the magic dagger this turn even if you don't have advantage on the attack roll, but not if you have disadvantage on it. When you deal your Sneak Attack damage in this way, the target takes an extra 1d6 damage. All the other rules for Sneak Attack still apply to you.

A creature inspecting the bracer to find the hidden dagger while it's retracted must succeed on a DC 15 Intelligence (Investigation) check in order to discover it.
Wizard

## look

The Wizard is purple with pink wearing a tall pink hat and has a fully black face with glowing yellow eyes.

## story

The wizard is the main antagonist in the game. He is the human's champion who must save them from the Devil. The wizard studies Jack's every move, calculating how he fights. he tries to find a pattern to beat Jack in a real fight. He sends projections of himself to taunt Jack. While travelling around the globe to find a power to lift the Devils curse.
Scarecrow

## look

The Scarecrow is a fully black face... well Scarecrow, that whears a purple hood and has no legs, just a stick in the shape of a cross going through his arms and body.

## story

The crow has asked for the favor to defeat the scarecrow, because he had been terrorizing crowkind multiple times. The Scarecrow is the first boss making a appearence at the end of the level Fields. You can find after burning down the barn.

## fight

The fight between pumpkin Jack and the scarecrow starts with the scarecrow shooting out straw as projectiles followed by some skeletons and then he stomps the ground. At that moment you get the ability to use the crow to stun the scarecrow and damage him. This will repeat until he is defeated.
Vicious Weapon

*Weapon (any), rare*

When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.

**Applicable Weapons:**

 Dart
 Shortbow
 Sling

 Crossbow, hand
 Crossbow, heavy
 Longbow
 Net

 Musket

 Revolver
 Rifle, hunting
 Rifle, automatic
 Shotgun

 Antimatter rifle
 Laser rifle
Ventilating Lungs

*Wondrous item, rare (requires attunement)*

These metallic nodules were created in response to the poisonous gases used on the battlefields of the Last War. When you attune to these lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an Antimagic Field, and their breathing function can’t be suppressed by magic.

Outside an Antimagic Field or any other Effect that suppresses magic, these lungs allow you to breathe normally in any Environment (including a vacuum), and you have advantage on Saving Throws against harmful gases such as those created by a *Cloudkill* spell, a *Stinking Cloud* spell, inhaled Poisons, and gaseous breath Weapons.

As an Action, you can use these lungs to exhale a Gust of Wind, as if you had cast the *Gust of Wind* spell (spell save DC 15) with no Components. This property of the lungs can’t be used again until the next dawn.

If your Attunement to the lungs ends, your original lungs reappear.
Jose

**Jose** was a Police Chief who secretly also worked for Sandhanam and his gang Vetti Vagaiyara.

## Biography

### Early Life

Jose is a Keralite and takes care of his bedridden father.

### Masked Gang Murders

Jose summoned Amar and his black-ops team to bring justice to a group of masked vigilantes responsible for the deaths of Stephen Raj (recently released following his arrest three months earlier for helping gangsters Adaikalam and Anbu), ACP Prabhanjan and his foster father Karnan. But he was actually working for Sandhanam and his gang Vetti Vagaiyara and was responsible for the death of ACP Prabhanjan. He was killed by Amar.

## Relationships

### Allies

* Unnamed Caretaker
* Vetti Vagaiyara
	+ Sandhanam
Fahadh Faasil

**Fahadh Faasil** portrayed Amar in *Vikram*.

## Trivia

* Fahadh Faasil previously worked with Chemban Vinod Jose.
* Fahadh Faasil previously worked with Vijay Sethupathi and Gayathrie Shankar in *Super Deluxe*.
* Fahadh Faasil previously worked with Ramesh Thilak.
* Fahadh Faasil previously worked with Anirudh Ravichander in Velaikaaran and will work again in *Vettaiyan*.
Wand of Viscid Globs

*Wand, rare (requires attunement)*

Crafted by the drow, this slim black wand has 7 Charges. While holding it, you can use an Action to expend 1 of its Charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged Attack roll against the target, with a bonus equal to your Spellcasting modifier (or your Intelligence modifier, if you don’t have a Spellcasting ability) plus your Proficiency bonus. On a hit, the glob expands and dries on the target, which is Restrained for 1 hour. After that time, the viscous material cracks and falls away.

Applying a pint or more of alcohol to the Restrained creature dissolves the glob instantly, as does the application of *oil of Etherealness* or *Universal Solvent*. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.

The wand regains 1d6 + 1 expended Charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.

A *wand of viscid globs* is destroyed if exposed to sunlight for 1 hour without interruption.
Leo 2

## Lokesh Cinematic Universe

***Leo 2*** is an upcoming Tamil action thriller film. It is a sequel to *Leo* and installment of Lokesh Cinematic Universe.

## Production

In early August, reports surfaced indicating that the film would receive a sequel, marking Vijay's first venture into a sequel project. Production for the sequel is anticipated to commence in 2025, once Lokesh has fulfilled his commitments related to *Thalaivar 171,* *Kaithi 2**,* and *Vikram 2* within the Lokesh Cinematic Universe*.*

## Trivia

* *Leo 2* marks Vijay's first time to do a sequel.
Crow

## Story

The Crow ( also called the cowardly crow) is The second friendly that Jack meets at the fields. The Crow mistakens at first in that Jack is a scarecrow, but when he realises he has an uperhand on Jack he asks for a favor. Jack has to help the crow defeat the scarecrow that has been wandering their fields, because he's a menace to crowkind. Therefore the crow folows Jack until they find the scarecrow. after the scarecrow is defeated, The crow desides to stick with Jack and help him on his mission to defeat the Wizard.

## behavior

As the nickname suggests the crow is rather cowardly, however the crow did help Jack return his head (that sounds kind of wierd now that im writing it down) even at the face of danger. Perhaps the crow has some courage after all.
Dhor

## look

Dhor is a large fat skeleton with small legs who's body is covered thick armor existing mostly of metal and leather, jis skull hangs from a wooden poll serving as his neck. He attacks with his giant hammer.

## story

Dhor is the 5th boss appearing in level 5. Dhor is destroying skeletown when Jack comes and and interupts his party. He first appearce from a green lake in the middle of the city. because Dhor senses human in Jack he attacks him.

## fight

He will start by spinning his trusty hammer, because his armor is thick Jack has to wait fore the right time to strike.

Then a siege tower appearce filled with snipers and serounded by soldiers that thinking that jack let the monsters in attack him.

You Have to trick Dhor into hitting the towers filled with explosives.

as he gets angry he will make pillars appear as the rest of the ground gets covered by fire, during this he will throw hamers on the cround leaving marks that remain for the entire fight.

Jack must survive until enough siege towers have come to get a chance at victory.
The Owl

## Story

The Owl is the first friend that you meet on your Journey to slay the wizard. The Owl is send by the Devil himself to keep an eye on you, as the Devil still doesn't trust you. that is because you tricked the Devil multiple times. The owl comes with you for the entire journey, it can mostly be found sitting on a couldron wich works as a checkpoint in the game. You will often talk to the owl during your adventure. The couldron also heals Jack's new body using the magic goo, it is needed to take care of Jack's new body so he can learn how to use it. In the game they say that the goo keeps the body together.

## behavior

The owl is rather mean to you in the beging and slighty sarcastic, but later he will start taking you more seriously.
Pumpkin Jack (Character)

## Story

Pumpkin Jack is a Trickster and the main protagonist of the game Pumpkin Jack, The Devil send him to earth to defeat a wizard. as a reward fore defeating the Wizard he would be aloud to go to heaven. In his adventure He meets a variety of characters, like the crow and owl who help him through his adventure, but also the Scarecrow and Dhor who try to make his life miserable.

## costumes

In the game you can buy outfits for crow skulls.

here you see all the outfits:

lumber (Jack)

Coweboy

Samurai

Inspector

Skeleton

Buzzard
Hridayaraj D'Souza

**Hridayaraj D'Souza** is a former henchman for Das & Co. and a close friend of Leo Das and Elisa Das.

## Biography

### Early Life

Much about Hridayaraj D'Souza is unknown but he used to work for Antony Das and his brother Harold Das as a henchmen for their company Das & Co. After Harold returned from Canada, he started manufacturing a drug called datura while keeping the company as their front. Hridayaraj became a close friend with Antony's twin children, Leo and Elisa Das.

### Blood Sacrifice

Being a strong believer in the occult, Antony tried to sacrifice Elisa based on his astrologer's advice, as this would have allowed their tobacco products to take off. Enraged, Leo along with Hridayaraj and the other henchmen sets fire to all of Harold's drugs, but Harold manages to kill Elisa and Antony shoots Leo, who was since presumed to be dead.

### Aftermath

At some point, Hridayaraj was imprisoned for life and has been sentenced to be executed. 3 days before the day of his execution, he was visited by Joshy Andrews, who showed a picture of Parthiban and asked if the person in the picture is Leo Das or not. Hridayaraj explained to what happened to Leo Das and the others. At the end, he denied that Parthiban is Leo Das.

Days later, it is unknown if he was executed or not. Since it's been over 3 days since Joshy visited him, it is likely that Hridayaraj has been presumably executed.

## Relationships

### Allies

* Leo Das - Close Friend
* Elisa Das † - Close Friend

### Enemies

* Antony Das †
* Harold Das †

## Trivia

* A footage of Mansoor Ali Khan from *Asuran* appeared in *Vikram*.
	+ It might be a possibility that Mansoor Ali Khan and Hridayaraj D'Souza might co-exist in Lokesh Cinematic Universe.
Satan's Wiki

**Welcome to the Satan's Wiki!**
Just a bunch of info about Gamez and other stuffz

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

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Leo Das/Quotes

The collection of quotes told by Leo Das.

## Leo

* "Naan kovama kelamburaan" (Sathya)
(English: I'm leaving mad)
* "Sothukku vela paatha ippdi thaan.." (Napoleon)
(English: "This is what happens when people work for food")
* "Bloody Sweet!" (Mathi)
* "Naan sweet aana ninga bloody sweet, Chitappa" (Harold Das)
(English: "If I'm sweet, you're bloody sweet, Uncle")
Vikram/Quotes

The collection of quotes told by Vikram.

## Vikram

* "Ithu kolai illai. Statement. With this, we declare war against the system." (Recording)
(English: This is not a murder. This is a statement. With this, we declare war against the system.)
* "Aarambikangala?"
(English: Shall we begin?)
* "Intha Maathiri Nerathula Veerangal Ellam Adikkadi Sollura Varthai Enna Theriyuma? Tha Paathukkalaam" (Masked Gang)
(English: Do you know what the players often say at times like this? We'll see.)
* "Kaadunu onnu iruntha, singam, puli, siruthai vettaikku pogum. Maan thappikka paakkum. Aana Athukulla Asathamanam Aachunaa Kaalaiyila Vidiyala Pakka Porathu Yaarungiratha Iyarkkai Thaan Mudivu Pannum." (Sandhanam)
(English: If there's a forest, a lion, tiger and leopard will go out to hunt their prey. The deer will run for its life. But if the sun sets by then, only the nature decides which animal will survive to see a new dawn.)
* "Intha Kaattula Vidiyil Enga, Epponnu Mudivu Pannurathu Iyarkkai Illai. Naan." (Sandhanam) (English: In this forest, the nature doesn't decide who sees the new dawn and where. I do.)
* "Naan vetri petravan. Imaiyam thottu vittavan. Pagaiyai muttivittavan. Theeyai suttu vittavan. En veerame vaagaiyae soodum" (Sandhanam)
(English: I am the conqueror who has touched the heart. He, who has defeated the enmity. He, who has shot the fire. My valor will burn)
* "See you in hell" (Sandhanam)
Wand of Jim's Magic Missiles

Weapon (wand), rare

*This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast Jim’s Magic Missile spell from it(spell attack bonus +7). For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.*

*The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.*
Thunderous Flail

*Weapon (flail), rare (requires attunement)*

This flail has 3 charges and regains 1d3 expended charges each day at dawn. You can expend 1 charge to cast the *thunderwave* spell (save DC 14). The ball of the flail is the origin of the spell. As long as the flail has at least 1 charge, you deal an extra 1d6 lightning damage to the first target you hit with it on each of your turns.

If you make a melee attack using the flail, you can immediately expend 1 charge to cast *thunderwave* as a bonus action in the direction of your last attacked target.

The ball of the flail is attached to the chain with a powerful magnetic connection that can be released at will. You can make a ranged attack using the flail by releasing the ball mid-swing. This attack has a normal range of 20 feet and long range of 60. Strength is your ability modifier for this attack. While the ball is within 60 feet of you, you can magnetically pull it back up to 20 feet towards you as a bonus action. It magically reattaches itself to the chain when it enters the same space as you.

While the ball is detached, you can still use the flail to cast *thunderwave*. When you do, the spell’s area of effect becomes a 10-foot radius sphere centered on the ball.
Mathi Parthiban

**Mathi Parthiban** is the daughter of Parthiban and Sathya, and the younger sister of Siddharth Parthiban.

## Relationships

### Family

* Parthiban - Father
* Sathya Parthiban - Mother
* Siddharth Parthiban - Brother
* Elisa Das † - Aunt
* Unnamed Grandmother †
* Antony Das † - Grandfather
* Harold Das † - Granduncle

### Allies

* Joshy Andrews
* Priya Joshy Andrews
* Subramani
* Napoleon

### Enemies

* Shanmugam's Gang
	+ Shanmugam † - Attempted Killer
	+ Shanmugam's Psycho Robber † - Attempted Killer
Suriya

**Suriya** portrayed Rolex in *Vikram*.

Suriya is set to reprise the role in *Vikram 2* and *Rolex*.

## Trivia

* For *Vikram*, Suriya charged no fee for acting; he only received a Rolex watch, for playing "Rolex" from Kamal Haasan.
* Suriya is the older brother of Karthi.
* Suriya is set to work again with Lokesh Kanagaraj in *Irumbu Kai Mayavi*.
Gautham Vasudev Menon

**Gautham Vasudev Menon** portrayed Joshy Andrews in *Leo*.

## Trivia

* Gautham Vasudev Menon previously worked with Trisha in *Vinnaithaandi Varuvaayaa,* *Yennai Arindhaal* and *Karthik Dial Seytha Yenn.*
	+ They almost worked in a slated film *Chennaiyil Oru Malaikaalam*.
* Gautham Vasudev Menon almost worked with Vijay in a slated film *Yohan: Adhyayam Ondru.*
* Gautham Vasudev Menon previously worked with Maya S. Krishnan in an unreleased *Dhruva Natchathiram: Chapter One – Yuddha Kaandam.*
* Gautham Vasudev Menon previously worked with Lokesh Kanagaraj (presenter) in *Michael.*
Drug Syndicate

An unnamed drug syndicate is a drug network created by "Rolex" in 1992. This syndicate includes Adaikalam & Gang and Vetti Vagaiyara.

## Members

### Adaikalam & Gang

* Adaikalam - Leader
* Anbudoss - Second-in-command
* Tips †
* Ram †

### Vetti Vagaiyara

* Sandhanam †
* Cutting Plier
* Elango †

## Relationships

### Allies

* Stephen Raj †
* Paalpandi †
* Jose †

### Enemies

* Masked Gang
	+ Vikram
	+ Bejoy
	+ Amar
* Dilli
* Ajas Ahmed †
* Kamatchi
* Bejoy's wife † - Victim
* Bejoy's daughter † - Victim
* Black Squad (Pilot Batch)
	+ Agent Tina †
	+ Agent Uppilappan †
	+ Agent Lawrence †
Vetti Vagaiyara

The **Vetti Vagaiyara** (English: Lungi Gang) are a gang of drug smugglers, who work under the lead of Sandhanam, who ultimately answers to Rolex. The members mostly consist of Sandhanam's family members. All members of the gang hold a gun license, and are skilled wielders of the double-barrel shotgun.

Vetti Vagaiyara is also subgroup of Drug Syndicate run by Rolex.
Sandy

**Sandy** portrayed Shanmugam's Psycho Robber in *Leo*.

He also choreographed the dance for Pathala Pathala in *Vikram*.

## Trivia

* Sandy made up a meme quote for his character that reads "Keep Calm and Wait For Chocolate Coffee".
* Sandy reveals in an interview that he enjoyed the role so much that he begged Lokesh Kanagaraj to keep his character alive throughout the movie or give him a twin brother or father for him to play, but Lokesh insisted that the Robber was one-off.
Kamal Haasan

**Kamal Haasan** portrayed Vikram in *Vikram* and which he also co-produced alongside R. Mahendran under the production banner Raaj Kamal Films International.

He reprised the role via voice in *Leo* .

He also sang and wrote *Pathala Pathala*

## Trivia

* Kamal Haasan previously portrayed Vikram in 1986 film *Vikram*.
* Most of the guns and tankers which used in *Vikram* is owned by Kamal Hassan with proper licence.
* A day after the first single "*Pathala Pathala*" was released, on 12 May 2022, a police complaint was filed against the track and Kamal Haasan, by social activist named Selvan, claiming that the song mocks the Central government, by referring them as "thieves" and depicts their management of COVID-19 and its funds in the exchequer in a negative light, concerning that the lyrics might instigate caste-related conflicts. He also claimed that, a petition will be filed at the High court to stall the film's release, if the objectionable lyrics were not removed.
* *Vikram* had plenty of references to Kamal Haasan's previous movies
	+ ***Vikram*** ***(1986):*** *Vikram* acts as a spiritual successor to this movie. It is unknown if this movie is canon to Lokesh Cinematic Universe or not.
	+ ***Vikram*** ***(1986):*** After Bejoy detonates the bombs that destroys Sandhanam's stash, Vikram grins at defeated Sandhanam and says "*Naan vetri petravan. Imaiyam thottu vittavan. Pagaiyai muttivittavan. Theeyai suttu vittavan. En veerame vaagaiyae soodum*" (Rough: I am the conqueror who has touched the heart. He, who has defeated the enmity. He, who has shot the fire. My valor will burn). This is the actual first stanza of the old *Vikram* title song.
	+ ***Nayagan and Viswaroopam:*** When Prabanjan's wife is unintentionally locked inside Vikram's safe vault, she asks Vikram "*Neenga Nallavara Kettavara?*" (English: Are you a good guy or a bad guy?").
* Kamal Hassan gifted a car for Lokesh Kanagaraj and a Rolex watch for Suriya because of the huge success of *Vikram*.
* Kamal Haasan produced movies with R. Mahendran under the production banner Raaj Kamal Films International.
* Kamal Haasan previously worked with Santhana Bharathi.
* Kamal Haasan previously worked with Kalidas Jayaram in *Meen Kuzhambum Mann Paanaiyum*.
* Kamal Haasan will work again with Anirudh Ravinchander & Udhayanidhi Stalin in *Indian 2*.

## Accolades

 South Indian International Movie Awards
 Best Actor
Raaj Kamal Films International

**Raaj Kamal Films International** is an Indian film production and distribution company founded and headed by Kamal Haasan. Raaj Kamal Films International produced *Vikram*.

## Trivia

* Raaj Kamal Films International was initially named "Haasan Brothers".
* Raaj Kamal Films International also prodcued 1986 version of *Vikram*.
Vikram 2

## Lokesh Cinematic Universe

***Vikram 2*** is an upcoming Tamil action thriller film. It is a sequel to *Vikram* and installment of Lokesh Cinematic Universe.

## Production

Due to the film's remarkable success, Kamal Haasan, in an interview with *Pinkvilla,* expressed the potential for a sequel to *Vikram.* Additionally, there were reports indicating the development of a third installment in the *Vikram* series, which would be incorporated into the expanding *Lokesh Cinematic Universe*

## Trivia

* This also acts as a third installment of *Vikram* series, which includes *Vikram* (1986) and *Vikram*.
Anbariv

**Anbarivu (Anbu and Arivu)** did the action choreography for *Kaithi, Vikram, Leo*.

## Trivia

* Anbarivu previously worked with Lokesh Kanagaraj in *Maanagaram* and will work again in *Thalaivar 171*.
* Anbarivu previously worked with Karthi in *Madras*, *Kaashmora*, *Dev*.
* Anbarivu will work again with Kamal Haasan in *Kalki 2898 AD,* *Indian 2,* *Thug Life and KH237.*
	+ *KH237* is set to be the directorial debut of the duo.
* Anbarivu will work again with R. Mahendran in *Thug Life and KH237.*
* Anbarivu previously worked with Vijay in *Beast*.
* Anbarivu previously worked with Sanjay Dutt in *K.G.F: Chapter 2*
Adaikalam

**Adaikalam** is a drug smuggler based in Trichy and the leader of Adaikalam & Gang with his brother Anbudoss.

Though he's regarded as dangerous and menacing he's but a pawn to Rolex. He is accidentally arrested by police who intercept a cocaine shipment, causing his men to try breaking him out.

## Relationships

### Allies

* Drug Syndicate
	+ Rolex - Superior
	+ Adaikalam & Gang - Subordinates
		- Tips †
		- Ram

### Enemies

* Dilli
* Napoleon

## Trivia

* **Adaikalam** acts as the secondary antagonist of *Kaithi* and a minor character in *Vikram*.
Siddharth Parthiban

**Siddharth Parthiban** is the elder son of Parthiban and Sathya, and the elder brother of Mathi Parthiban.

## Relationships

### Family

* Parthiban - Father
* Sathya Parthiban - Mother
* Mathi Parthiban - Sister
* Elisa Das † - Aunt
* Unnamed Grandmother †
* Antony Das † - Grandfather, Kidnapper
* Harold Das † - Granduncle, Kidnapper

### Allies

* Joshy Andrews
* Priya Joshy Andrews
* Unnamed friends
* Subramani
* Napoleon

### Enemies

* Antony's Right Hand † - Attempter Killer