recursal/Fanatic-Fandom huggingface dataset:
Red Cloak Officer

Meduim Humanoid, Warrior - Any Good/Neutral

AC: 18 (Breast Plate) HP: 32 (5d8+10) Speed: 30'

Attributes

Saving Throws: Str +5 Con +5

Skills: Animal Handling +4, Arcana +4, Athletics +5, Insight +4, Intimidation +4, Perception +4

Senses: Passive 13

Tools:

Languages: Common, +1

Challenge Rating: 3 (700XP)

**Features**

Fighting Style: Dueling

Action Surge

Combat Superiority (4 d8)

- DC13

- Combat Maneuvers

-- Feigning Attack

-- Parry

-- Riposte

-- Commanders Strike

Cantrip Masters: as part of their training each Red Cloak is required to learn useful cantrips

**Spellcasting**

C (1): Light, Produce Flame, Spare the Dying, True Strike

**Actions**

Dagger: +5, 5'/20'/60', 6 (1d4+4)

Long Sword: +5, 5', 8 (1d8+4)

Short Sword: +5, 5', 7 (1d6+4)

Light Crossbow: +5, 80'/320', 6 (1d8+2)

Shield: +5, 5', 6 (1d4+4)

Unarmed Strike: +5, 5', 4 (1d4+2)

**Reactions**

**Equipment**

Soldiers Pack

- Backpack, Bedroll, Blanket, Tarp (Tent), Crowbar, Shovel, Hammer, Mess Kit, 10x Rations, Tinderbox, 50' Hempen Rope

Travlers Clothes

- Boots, Breeches, Sturdy Belt, Shirt, Leather Vest, Large Hooded Cloak

Horde & Kit

- Bit & Bridle, Military Saddle, 10x Food

**Feats**

**History**

The Officer is the junior most command rank, he is in charge of three Red Cloak Squads. They report to a Red Cloak Captain.
Slogra

Medium Fiend (Vrock) - Chaotic Evil

AC: 15 (Natural) HP: 104 (11d10+44) Speed: 40'/60'f

Attributes

Saving Throws: Dex +5 Wis +4 Cha +2

Damage Resistance: Cold, Fire, Lightning, Bludgeon, Piercing, Slashing from non-magical

Condition Immunities: Poison

Damage Immunities: Poison

Skills:

Senses: Passive 11, Dark Vision 120'

Tools:

Languages: Common (Understood), Abyssal

Challenge Rating: 6 (2300XP)

**Features**

Magic Resistance

Stunning Screach: 1/D, 20', DC14C vs Stun

**Actions**

Multiattack: Slogra make 2 attacks per turn

Beak: +6, 5', 10 (2d6+3)

Talons: +6, 5', 14 (2d10+3)

Spear: +6, 5', 12/14 (2d8/10+3)

- Fire Blast (Recharge 5-6) 11 (2d10)

**Reactions**

**Feats**

**History**
Slogra is a a bird-like Fiend. He is normally one of the first enemies faced by the Belmont Clan. He is always paired with Gaibon.
Joe Musashi

Human, Monk/Warlock, Noble - Chaotic Good

AC: 16 (Unarmored) HP: 75 (11d8+22) Speed: 45'/40's/20'c

Attributes

Saving Throws: Dex +7 Wis +7

Skills: Acrobatics +7, History +4, Investigation +4, Perception +7, Persuasion +6, Stealth +7

Senses: Passive 17

Tools: Thieves

Languages: Common, Draconic

Challenge Rating: 6 (2300XP)

**Features**

Unarmored Defence: AC16

Ki (6)

- Flurry of Blows

- Patcient Defense

- Step of the Wind

- Stunning Strike

Unarmored Movement

Deflect Missiles

Quicken Healing

Slow Fall

Ki Empowered Strikes

Monastic Tradition: Shadow

- Shadow Arts

-- Minor Illusion, Darkness, Dark Vision, Pass without a Trace, Silence

- Shadow Step

Otherworldly Patron: The Fathomless (Sea Dragon)

- Gift of the Sea

- Tentacle of the Deep

Eldritch Invocations (3)

- Ghostly Gaze

- Otherworldly Leap

- Kiss of Mephistopheles

Pact Boon: Blade

**Spellcasting**

DC14Ch, +6 Hit, 6 Spells

C (3): Eldritch Blast, Thunderclap, True Strike

3 (2): Create/Destroy Water\*, Counter Spell, Expeditions Retreat, Fly, Gust of Wind\*, Invisibility, Lightning Bolt\*, Mirror Image, Silence\*, Sleet Storm\*, Spider Climb, Thunderwave\*

- \*Can cast once without using Spell Slot

**Actions**

Martial Arts: +7, 6 (1d6+3)

Ancestral Sword (Katana +2): +9, 5', 9/10 (1d8/10+5)

Kunai: +7, 5/20/60', 5 (1d4+3)

Shurekin: +7, 5/20/60', 5 (1d4+3)

**Reactions**

**Feats**

* Tough
* Athlete

**History**

Joe is the Master of the Oboro Ninja Clan.
Solid Snake

Human, Rogue/Fighter, Soldier - Chaotic Good

AC: 16 (Breast Plate) HP: 40 (3d10+2d8+10) Speed: 30'

Attributes

Saving Throws: Dex +5 Int +6

Skills: Acrobatics +5, Athletics +4, Deception +2, Intimidation +3, Perception +6, Slight of Hand +5, Stealth +8

Senses: Passive 16

Tools: Thieves, Tinkering

Languages: Common, Thieves Cant, Under Common

Challenge Rating: 3 (700XP)

**Features**

Expertise: Perception, Stealth

Sneak Attck: 1d6

Fight Style: Unarmed Fighting

Second Wind

Action Surge

Martial Archetype: Battle Master

- Superiority Dice: 4x d8

- Maneuvers (3)

-- Disarming Strike

-- Sweeping Strike

-- Tactical Assessment

**Actions**

Dagger: +5, 5/20/60', 4 (1d4+2)

Pistol (15rd): +5, 30/90', 5 (1d10)

Rifle (30rd): +5, 80/240', 9 (2d8)

Unarmed Fighting: +5, 5', 5/6 (1d6/8+2)

**Reactions**

**Feats**

* Mobile

**History**
Morty Smith

Human, Warrior - Chaotic Good

AC: 14 (Leather) HP: 60 (10d10+10) Speed: 30'

Attributes

Saving Throws: Dex +6 Cha +6 Fear +2

Skills: Athletics +4, Perception +4, Persuasion +6

Senses: Passive 14

Tools:

Languages: Common

Challenge Rating: 6 (23000XP)

**Features**

Defender

Second Wind

Improved Critical

Ready Now: +2 Initiative

Improved Defence: +1AC

Bravery: +2 vs Frightened

Friendly Reputation

- Free Stuff: DC8Ch

- Cheap Stuff: DC12Ch, 1/2 price 1/SR

Heroic Effort (3pt)

- Heroes Ire (2pt): +2 Attack

- Heroic Stand (1pt): Bonus Dodge

- Implacable Resolve (2pt): +8 THP for 2 turns

- Stroke of Luck (3pt): Reroll Attack/Save

- With Style (1pt): +2 Ability Check on Athletics

**Actions**

Multiattack: Morty makes two attacks per turn

Unarmed Fighting: +6, 5', 1HP

Blaster: +6, 40/120', 6 11 (2d8+2) Fire

**Reactions**

**Feats**

**History**

Morty is the grandson of Rick. He is a High School Student who has issued a lot of days roaming through the Universe and Multiverse with his grandfather. He is one of the few people who can stand Rick.

* Morty is always paired with Rick.
Shy Guy

Small Humanoids - Chaotic Neutral

AC: 12 HP: 4 (1d6+1) Speed: 40'

Attributes

Saving Throws:

Skills: Perception +2

Senses: Passive 12, Dark Vision 60'

Tools:

Languages: Common

Challenge Rating: 1 (200XP)

**Features**

Summon Reinforcements: Can Summon 1d6 Shy Guys 1/D

**Actions**

Slap: +4, 5', 2 (1d4)

Rush: with 20' of movement may slap an enemy within 5' doing +1d4 damage.

**Reactions**

**Feats**

**History**

Shy Guys are the primary troops in Mamu's forces. They are also in conflict with the Yoshi.
FMM GT Championships

## FMM GT

The FMM GT Championships consist of GT4, GT3, and GT Endurance. There have been further considerations of a World GT Challenge championship being added later.

### Championship Hierarchy

#### Karting

Every FMM Championship begins with the FMM World Karting Series. Drivers compete through that to start their FMM Driver Card. The Driver Card displays their racing class, with WKS (World Karting Series) requiring a class of 0.

#### GT4

GT4, the first stage of GT requires a driver to have a class of 5. Often, exceptions will be made around classing, with drivers holding outstanding performance in their championship getting access to higher championships with a class lower than required.

#### GT3

In a continuation of GT4, drivers will be then allowed to participate in GT3, with faster cars and higher regulations. GT3 will require drivers to have a racing class of 15. The 10 points required to step up from GT4 can be earned by either 5 race wins or if the driver wins the GT4 championship. There are other ways for drivers to score points for their racing class, but it will still be a challenge to earn the points.
Astro Boy

Auto-Gnome, Sorcerer, Sage - Lawful Good

AC: 14 (Armored) HP: 30 (5d6+10) Speed: 30'

Attributes

Saving Throws: Con +5 Cha +3

Damage Resistance: Poison

Condition Immunities: Disease, Paralyzed

Skills: Arcana +6, History +6, Insight +2, Persuasion +2

Senses: Passive 10

Tools: Thieves, Tinkering

Languages: Common, Dwarvish, Elvish, Gnomish

Challenge Rating: 5 (700XP)

**Features**

Armor Casing: AC14

Built for Success: +1d4 to atk/ck/sv 3/LR

Healing Machine: 1d6 mend or healing spell
Mechanical Nature

Sentries Rest

Specialized Design: +2 tool proficieny
- Restore Balance

Font of Magic

Metamagic

- Sorcery Points: 5

- Empowered Spell

- Twinned Spell

**Spellcasting**
DC11Ch, +3 Hit, 6 Spells

C (5): Fire Bolt, Light, Message, Minor Illusion, Shocking Grasp

1 (4): Alarm\*, Mage Armor, Magic Missile, Protection from Good/Evil\*, Witch Bolt

2 (3): Aid\*, Dark Vision, Enhance Ability, Lesser Restoration\*

3 (2): Dispel Magic\*, Fly, Protection from Energy\*

- \*Can cast once without using Spell Slot

**Actions**

Unarmed Strike: +4, 5', 3HP

**Reactions**

**Feats**

**History**

Toby "Astro Boy" Tenmu is a robotic copy of Professor Tenmu's deceased son. The robot has been programed with all of the originals memories. He fights against discrimination and for communications between Humans and Robots.
Ken Masters

Human, Monk/Fighter, Noble - Chaotic Good

AC: 18 (Unarmored) HP: 95 (4d8+6d10+40) Speed: 45'

Attributes

Saving Throws: Dex +9 Con +6

Skills: Acrobatics +9, Athletics +4, History +2, Insight +7, Perception +7, Persuasion +5

Senses: Passive 17

Tools:

Languages: Common, Draconic

Challenge Rating: 6 (2300XP)

**Features**

Unarmored Defence: AC18

Ki (4)

- Flurry of Blows

- Patcient Defense

- Step of the Wind

Deflect Missiles

Slow Fall

Monastic Tradition: Ascendant Dragon

- Draconic Disciple

-- Draconic Presence

-- Draconic Strike

-- Tounge of the Dragon

- Breath of Dragons

-- +9, 30' Line, 7 (2d6) Fire, DC15D

Fighting Style: Unarmed Fighting

Second Wind

Action Surge

Martial Archetype: Samurai

- Fighting Spirit: +2 atk, +5THP, 3/LR

**Actions**

Multiattack: Ken makes two attacks per turn

Martial Arts: +9, 5', 8/9 (1d6/8+5)

Ansatsuken

- Hadouken (1Ki): +9, 30',8 (1d6+5), Fire

- Shoryuken (2Ki): +9, 5', 12 (2d6+5), Fire

- Tatsumaki (2Ki): +9, 10', 15 (3d6+5)

**Reactions**

**Feats**

* Tough

**History**

Ken is the American Master of Ansatsuken. He is best friends with his rival Ryu.
Grant Danasty

Human, Rogue, Pirate Chaotic Good

AC: 13 (Natural) HP: 69 (10d8+10) Speed: 40'

Attributes

Saving Throws: Dex +7 Int +4

Skills: Acrobatics +11, Athletics +4, Deception +5, Insight +10, Perception +10, Slight of Hand +7, Stealth +11

Senses: Passive 20

Tools: Navigation, Thieves, Water Vehicles

Languages: Common, Thieves Cant

Challenge Rating: 5 (1800XP)

**Features**

Spider Climb

Expertise: Acrobatics, Insight, Perception, Stealth

Sneak Attack: 5d6

Cunning Action

Uncanny Dodge

Evasion

Rogueish Archetype: Thief

- Fast Hands

- Second Story Work

**Actions**

Unarmed Strike: +7, 5', 1HP

Daggers (10): +7, 5/20/60', 5 (1d4+3)

**Reactions**

**Feats**

* Alert
* Mobile

**History**

Grant is a ally of Trevor Belmont, Sypha Belnades and Alucard. He is a Mark of the Kumo Human.
Tigress

Leonin, Barbarian/Monk, Soldier - Chaotic Good

AC: 13 HP: 54 (2d12+5d8+14) Speed: 35'

Attributes

Saving Throws: Str +6 Dex +5 Con +5

Skills: Acrobatics +5, Athletics +6, History +3, Intimidation +1, Perception +4, Survival +4

Senses: Passive 14, Dark Vision 60'

Languages: Common, Leonin

Challenge Rating: 4 (1100XP)

**Features**

```
Daunting Roar

```

Unarmored Defence AC13

Ki (5)

- Flurry of Blows

- Patcient Defense

- Step of the Wind

- Stunning Strike

Deflect Missiles

Slow Fall

Rage (2)

Reckless Attack

Danger Sense

Monastic Tradition: Open Hand

- Open HandTechnique

**Actions**

Multiattacks: Tigress make two attacks

Martial Arts: +5, 5', 6 (1d6+3)

Claws: +5,5', 5 (1d4+3)

Nun haku: +5, 5', 5 (1d6+2)

**Reactions**

**Feats**

* Sentinel

**History**
Copy Robot

Auto-Gnome, Wizard, Soldier - Chaotic Neutral

AC: 15 (Armored) HP: 41 (6d6+18) Speed: 30'

Attributes

Saving Throws: Con +6, Int +5

Damage Resistance: Poison

Condition Immunities: Disease, Paralyzed

Skills: Acrobatics +5, Athletics +5, Arcana +5, Intimidation +2, Investigation +5, Perception +3

Senses: Passive 13

Tools: Thieves, Tinkering

Languages: Common, Gnomish

Challenge Rating: 4 (1100XP)

**Features**

Armor Casing: AC15

Build for Success: +1d4 to atk/ck/sv 4/D

Arcane Recovery

Wizard School: Graviturgy

- Adjust Density

- Gravity Well

**Spellcasting**

DC13I, +5 Hit, 9 Spells

C (5): Encode Thoughts, Fire Bolt, Ray of Frost, Shocking Grasp

1 (4): Ice Knife, Magic Missile, Shield

2 (3): Enhance Ability, Mirror Image

3 (3): Fireball, Gust of Wind, Lightning Bolt

**Actions**

Unarmed Strike: +5, 5', 5 (1d6+2)

Rolling Cutter: +5, 5', 4 (1d4+2)

- Return: -5 hit on return

Energy Blast: +5, 120', 2 (1d4)

- Multishot: 3 Shots per turn

**Reactions**

**Feats**

* Spell Sniper

**History**

Copy Robot is a replicated version of Mega Man created by Dr. Wily. He is a precursor to Bass.
Doctor Bruce Banner

Human, Artificer, Sage - Chaotic Good

AC: 11 (Natural) HP: 81 (16d8+16) Speed: 30'

Attributes

Saving Throws: Con +6 Int +9

Skills: Arcana +9, History +9, Insight +7, Investigation +9, Medicine +14, Nature +9, Perception +7, Survival +7

Senses: Passive 17

Tools: Thieves, Tinkering, Calligraphy, Alchemist

Languages: Common, Draconic, Dwarvish, Elvish, Gnomish

Challenge Rating: 10 (5900XP)

**Features**

Magical Tinkering

Infused Items (5)

Infusions Known (10)

- Enhance Arcane Focus

- Enhance Defence

- Enhance Weapon

- Arcane Jolt

- Replicate Magical Item

- Returning Weapon

- Spell Refueling Ring

- Helm of Awareness

- Radiant Weapon

- Boots of Resistance

Articifer Specialist: Alchemist

- Experimental Elixer

- Alchemical Savant

- Restorative Regents

- Chemical Mastery

Right Tool for the Job

Expertise: Medicine

Tool Proficiency

Flash of Genius

Magic Item Adept

Spell Storing Item

Magic Item Savant

**Spellcasting**

DC17I, +9 Hit, 12 Spells

C (4): Guidance, Light, Mending, Message, Resistance

1 (4): Cure Wounds, Detect Magic, Identify, Healing Word\*, Ray of Sickness\*
2 (3): Aid, Dark Vision, Enhance Ability, Enlarge/Reduce, Flaming Sphere\*, Melf's Acid Arrow\*

3 (3): Dispel Magic, Gasous Form\*, Intellectual Fortress, Mass Healing Word\*, Revivify

4 (2): Blight\*, Death Ward\*, Fabricate

- \*Can cast once without using Spell Slot

**Actions**

Unarmed Strike: +6, 5', 1HP

**Reactions**

**Feats**

* Keen Mind
* Prodigy
* Skilled

**History**

Doctor Robert Bruce Banner is the premier eminent expert in gamma radiation studies. Through his research he has found away to access to the Primal force of Rage within Humans that has come to manifest as a creature known simply as The Hulk
Tzekel-kan

Human, Wizard, Acolyte - Lawful Evil

AC: 11 (Natural) HP: 51 (10d6+10) Speed: 30'

Attributes

Saving Throws: Con +5 Int +7 Wis +6

Skills: Arcane +7, History +7, Insight +6, Investigation +7, Religion +7

Senses: Passive 12

Tools: Alchemical

Languages: Common, +1

Challenge Rating: 6 (2300XP)

**Features**

Arcane Recovery

Arcane Tradition: Transmutation

- Transmutation Savant

- Minor Alchemy

- Transmute Stone

- Shape Changer: Polymorph

**Spellcasting**

DC15I, +7 Hit, 13 Spells

C (5): Message, Minor Illusion, Prestigitation, Resistance, Thaumaturgy

1 (4): Healing Word\*

2 (3): Alter Self, Enthrall, Suggestion

3 (3): Major Image

4 (3): -

5 (2): Animate Object, Teleport

- \*Can cast once without using Spell Slot

**Actions**

Unarmed Strike: +5, 5', 1HP

Macuahuitl: +5, 5', 4 (1d6+1)(1d6+1]

**Reactions**

**Feats**

* Restance: Constitution
* Magic Initiate: Cleric

	+ Thumaturgy, Resistance, Healing Word

**History**

Tzekel-kan is the High Priest of the city of El Dorado. He wants an orderly city and will do what ever it takes. He has a loathing frustration with Chel due to her protection from the false gods Tulio and Miguel. He knows they are not what the people believe they are but can not directly act against them.
Character]]
Kyle Broflovski

Human, Sorcerer, Acolyte - Chaotic Good

AC: 12 (Padded) HP: 13 (3d6) Speed: 30'

Attributes

Saving Throws: Con +2 Cha +2

Skills: Insight +4, Investigation +5, Perception +4, Religion +5, Stealth +3

Senses: Passive 14

Tools:

Languages: Common

Challenge Rating: 1 (200XP)

**Features**

Sorcerous Origin (Divine Soul)

- Divine Magic

- Favored by the Gods

Font of Magic

Metamagic

- Sorcery Points (2)

- Seeking Spell

- Subtle Spell

**Spellcasting**

DC10Ch, +2 Hit, 4 Spells

C (4): Fire Bolt, Mending, Message, Prestigitation

1 (4): Bless\*, Comprehend Language, Cure Wounds\*, Detect Magic, Guiding Bolt, Shield

2 (2): -

- \* Can cast once without using Spell Slot

**Actions**

Unarmed Strike: +3, 5', 2HP

**Reactions**

**Feats**

* Human Determination: Advantage on Attack/Ability/Save checks 1/LR

**History**

Shut up Cartman!

Kyle is one of the boys along with Stan, Kenny and Cartman.
Ryu Hoshi

Human, Monk, Hermit - Neutral Good

AC: 17 (Unarmored) HP: 68 (10d8+20) Speed: 50'

Attributes

Saving Throws: Str +6 Dex +8

Skills: Acrobatics +8, Athletics +6, Insight +7, Perception +7, Religion +4

Senses: Passive 17

Tools:

Languages: Common

Challenge Rating: 6 (2300XP)

**Features**

Unarmored Defence: AC17

Ki (10)

- Flurry of Blows

- Patcient Defense

- Step of the Wind

- Stunning Strike

Deflect Missiles

Slow Fall

Ki Empowered Strikes

Evasion

Stillness of Mind

Purity of Body

Monastic Tradition: Way of the Sun Soul Monk

- Radiant Sun Bolt

- Searing Arc Strike: Burning Hands

**Actions**

Multiattack: Ryu makes two attacks per turn

Martial Arts: +8, 5', 7 (1d6+4)

Ansatsuken

- Hadouken (1Ki): +9, 30',8 (1d6+5), Fire

- Shoryuken (2Ki): +9, 5', 12 (2d6+5), Fire

- Tatsumaki (2Ki): +9, 10', 15 (3d6+5)

**Reactions**

**Feats**

**History**

Ryu is the Japanese master of Ansatsuken. He is a wondering Monk who is seeking the strongest fighters. He shares a rivalry with his best friend Ken.
Rocket

Awaken Raccoon, Artificer/Rogue, Custom - Chaotic Good

AC: 15 (Natural) HP: 48 (9d8+9) Speed: 30'/25'c

Attributes

Saving Throws: Dex +6 Int +8

Skills: Acrobatics +6, Arcana +8, History +12, Investigation +8, Perception +6, Slight of Hand +10

Senses: Passive 16, Dark Vision 60'

Tools: Tinkering, Thieves

Languages: Common

Challenge Rating: 5 (1800XP)

**Features**

Bandits Cunning: Advantage on Int/Wis/Cha saving throws

Fury of the Small: +9HP dam on a surprise attack

Agile Climber: 25' climbing speed

Magical Tinkering

Firearm Proficiency

Infuse Item

- Enhance Arcane Focus

- Repeating Shot

- Enhanced Weapon

- Enhanced Defense

Right Tool for the Job

Articifer Specialist: Artillerist

- Eldritch Cannon: AC18, 120', 9 (2d8)

- Arcane Firearm: +1d8 firerm attack

Expertise: History, Slight of Hand

Sneak Attack: 2d6

Roguish Archetype: Thief

- Second Story Work

- Fast Hands

**Spellcasting**

DC16I, +8 Hit, 7 Spells

C (2): Fire Bolt, Shocking Grasp

1 (4): Jump, Longstrider, Shield\*, Thunderwave\*

2 (2): Levitate, Scorching Ray, Shatter

- \*Can cast once without using Spell Slot

**Actions**

Arcane Firearm (1): +6,100/300', 13 (3d8) + 4 (1d8)

Laser Pistol (2): +6, 40/120', 10 (3d6)

Claws: +6, 5', 2 (1d4)

**Reactions**

**Feats**

**History**

Rocket was an ordinary Raccoon that was Awakened by the High Evolutionary. He eventually teamed up with the Guardians of the Galaxy. He has faced enemies such as Ronan the Accuser and Thanos
Smurfs

Diminutive Fae - Neutral Good

AC: 15 (Natural) HP: 2 (1d4) Speed: 30'

Attributes

Saving Throws: Dex +9 Wis +5

Skills: Deception +5, Nature +5, Perception +5, Stealth +9

Senses: Passive 15, Dark Vision 60'

Tools:

Languages: Common, Sylvan

Challenge Rating: 1 (200XP)

**Features**

Fae Ancestry

Uniquely the Same: each Smurf gets a +2 to any attribute, along with proficiency in 1 Skill and tool. Thier unique talent combo is reflected in thier personal name.

Magic Resistance: advantage on Save vs spells/effects

Smurfy Magic: Intelligence is the spell casting ability. Can only be used by Smurf Magic Users.

C: Druidcraft, Dancing Lights

1: Detect Good/Evil, Detect Magic, Entangle, Sleep

2: Detect Thoughts, Invisibility

3: Dispel Magic

4: Confusion, Polymorph

**Actions**

Short Sword: +9, 5', 1HP

Halberd: +9, 5', 1HP

Unarmed Strike: +6, 5', 1HP

**Reactions**

**Feats**

**History**

Smurfs are diminutive Fae who stand 3 apples tall and live in the forest. They frequently come into conflict with the "wizard" Gargamel. On occasion they team up with Johan and his Squire Peewit.
Bowser

Tortle, Tyrant - Neutral Evil

AC: 18 (Natural) HP: 190 (20d10+80) Speed: 30'

Attributes

Saving Throws: Dex +4 Wis +6

Skills: History +5, Intimidation +7, Perception +6

Senses: Passive 12, Dark Vision 60'

Tools:

Languages: Common, Draconic

Challenge Rating: 11 (7200XP)

**Features**

Natural Armour: AC17

Shell Defence: +4AC

Spiked Shell: If hit from behind attacker takes 3 (1d6) damage

Legendary Resistance (3/d): Can choose to succeed a failed roll.

Loyal Minions: If struck within 15' of a Koopa the Koopa will take the damage instead.

**Actions**

Multiattack: Bowser makes 2 attacks per turn

Bite: +10, 5', 15 (2d8+6)

Claw: +10,5', 13 (2d6+6)

Fire Breath (Recharge 5-6): 30' cone, 28 (8d6), DC15D

**Legendary Action**

Legendary Action: 3pt can use one action of choice per turn

- Cast Fire Bolt (1)

- Grab (1): +10, 5', DC18S vs Grapple

- Hurl (2): 30', 11 (6d6) DC18S vs Prone

- Rapid Spin (1): 5', 14 (4d6), DC15D vs Prone

- Summon Minions (3): Summon 1d10 Koopa Troopa

**Feats**

**History**

Bowser is the ruler of the Dark Kingdom. He has a desire to join his kingdom with the Mushroom Kingdom. This has brought him into conflict with Mario and his brother. He frequentlyresorts to kidnapping Princess Peach.
Tuxedo Mask

Human, Fighter, Urchin - Chaotic Good

AC: 13 (Leather) HP: 87 (1d10+22) Speed: 30'

Attributes

Saving Throws: Str +7 Dex +6

Skills: Acrobatics +6, Insight +4, Perception +4, Slight of Hand +6, Stealth +6

Senses: Passive 14

Tools:

Languages: Common

Challenge Rating: 6 (2300XP)

**Features**

Fighting Style: Dueling

Second Wind

Action Surge

Martial Archetype: Battle Master

- Superiority Dice: 4x d10

- Maneuvers

-- Commanders Strike

-- Distracting Strike

-- Rally

-- Evasive Footwork

-- Manuvering Attack

-- Quick Toss

- Student of War

- Know your Enemy

**Spellcasting**

DC12W, +4 Hit

C (2): Druidcraft, Guidance

1 (-): Jump

**Actions**

Multiattack: Tuxedo Mask makes three attacks per turn

Chikyu Tsue: +6, 5', 8 (1d6+5) Bludgeon + 2 (1d4) Thunder

Taiyo Tachi: +6, 5', 9/10 (1d8/10+5) Slash +2 (1d4) Radiant

Tsuki Bara: +6, 5', 6 (1d4+4) Slash

Unarmed Strike: +6, 5', 7 (1d4+5)

**Reactions**

**Feats**

* Magic Initiate
* Inspiring Leader
* Taven Brawler

**History**

Tuxedo Mask also known as Kishi Mamoru or Darien Shields. He is the Guardian of Princess Serenity.
Darkwing Duck

Kawahnka, Rogue, Folk Hero - Chaotic Good

AC: 14 (Leather) HP: 62 (9d8+18) Speed: 25/30's

Attributes

Saving Throws: Dex +7 Int +4

Skills: Athletics +7, Acrobatics +11, Insight +5, Investigation +9, Nature +4, Perception +9, Stealth +11

Senses: Passive 19

Tools: Navigators, Thieves

Languages: Common, Aquan, Kawahnkan, Thieves Cant

Challenge Rating: 5 (1800XP)

**Features**

Water Lore: advantage on arcana/history check about water

Downy Feathers: Resistance to Cold

Natural Brawler: Unarmed Strike does 1d4

Expertise: Acrobatics, Investigation, Perception, Stealth

Sneak Attack: 5d6

Cunning Action

Uncanny Dodge

Evasion

Rougish Archetype: Inquisitive

- Ear for Deceit

- Eye for Detail

- Insightful Fighting

- Steady Eye

**Actions**

Multiattack: Darkwing makes two attacks per turn

Unarmed Strike: +7, 5', 5 (1d4+3)

**Reactions**

**Equipment**

- Gas Gun

-- 120' Grappling Hook

-- Fog Cloud x3/D

-- Sleep x1/D

**Feats**

* Sharpshooter

**History**

Drake Mallard is the terror that flaps in the night! The winged scourge that pecks at your nightmares! He is Darkwing Duck.

The hero of St. Canard.
Tula

Human, Druid, Sailor - Lawful Neutral

AC: 12 (Unarmored) HP: 21 (4d8) Speed: 30'

Attributes

Saving Throws: Int +3 Wis +3

Skills: Insight +3, Medicine +3, Nature +3, Persuasion +4, Survival +3

Senses: Passive 11

Tools:

Languages: Common, Druidic

Challenge Rating: 2 (450XP)

**Features**

Improved Wildshape

Druidic Circle: Coast

- Natural Recovery

**Spellcasting**

DC11W, +3 Hit, 5 Spells

C (3): Druidcraft, Mold Earth, Thorn Whip, Magic Stone

1 (4): Animal Friendship, Entangle, Speak with Animals, Sleep

2 (3): Mirror Image\*, Misty Step\*, Spike Growth

- \*Can cast once without using Spell Slot

**Actions**

Unarmed Strike: +4, 5', 4 (1d4+2)

Shurekin: +4, 20/60', 4 (1d4+2)

Short Sword: +4, 5', 5 (1d6+2)

**Reactions**

**Feats**

* Healer: 1d6+4 1/SR
* Tavern Brawler

**History**

Tula is a Ecomancer who has joined Ren on his quest for The Treasures of Rul.
Pit

Aasimar, Ranger, Custom - Lawful Good

AC: 12 (Natural) HP: 42 (5d10+10) Speed: 30'/30'f

Attributes

Saving Throws: Str +4 Dex +5

Skills: Athletics +4, Insight +4, Intimidation +4, Perception +4, Survival +4

Senses: Passive 14, Dark Vision 60'

Tools:

Languages: Common, Celestial, Infernal

Challenge Rating: 3 (700XP)

**Features**

Celestial Resistance: advantage on Saves vs Necrotic/Radiant

Healing Hands: Heal 5HP per Long Rest

Celestial Legacy

DC12Ch, +4 Hit

- Light, Lesser Restoration, Daylight

Radiant Soul: Wings, 30'f, +5 Radiant Damage

Favored Enemy: Fiend

Natural Explorer: Underdark

Fighting Style: Archery

Primeval Awareness

**Spellcasting**

DC12W, +4 Hit, 4 Spells

C (-): Light

1 (4): Cure Wounds, Detect Magic, Hail of Thorns

2 (2): Cordon of Arrows, Lesser Restoration\*

3 (-): Daylight\*

- \*Can cast once without using Spell Slot

**Actions**

Multiattack: Pit makes 2 attacks per turn

Short Bow: +7, 80/320', 5 (1d6+2) Radiant

Short Sword (2): +5, 5', 5 (1d6+2)

**Reactions**

**Feats**

* Dual Wielder

**History**

Pit is the Guardian of Palutena, Goddess of Light. He is the brave and loyal Captain of her guards. His greatest enemy is the Eggplant Wizard in service of Medusa.
Niddler

Hadozee, Deckhand - Chaotic Neutral

AC: 11 (Unarmored) HP: 13 (2d8+4) Speed: 30/60c/30'f

Attributes

Saving Throws: Dex +3 Con +4

Skills: Perception +3, Survival +3

Senses: Passive 13

Tools:

Languages: Common, Hadozee

Challenge Rating: 1/2 (100XP)

**Features**

Fly: 30', can carry 125% of its weight.

Safe Decent: Falling does 0HP of damage if Wings are open.

**Actions**

Unarmed Strike: +3, 5', 2HP

**Reactions**

**Feats**

**History**

Niddler is a former "deckhand" on Bloth's vessel, *The Maelstrom*. He was rescued by Ren and has been a loyal companion since.y:Hadozee]]

```
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Toadwart

Small, Ogre (Drekmore) - Lawful Neutral

AC: 14 (Natural) HP: 48 (7d6+21) Speed: 25'

Attributes

Saving Throws: Str +3 Dex +4

Skills: Intimidation +3, Stealth +4, Survival +4

Senses: Passive 12, Dark Vision 60'

Tools:

Languages: Common, Giant, Orc

Challenge Rating: 3 (700XP)

**Features**

Command: causes the same effect as Command Spell on Ogres. DC12W, 3/D

Powerful Build

Toughness: +1HP per Level

**Actions**

Club: +4, 5', 4 (1d4+2)

Unarmed Strike: +4, 5', 3 (1d4+1)

**Reactions**

**Feats**

**History**

Toadwart "Toadie" was always the smallest of his Ogre brethren but he was also the smartest. This lead to him being the leader of his dim witted pack. He was confronted by Duke Igthorn who made him an offer in exchange for the Orges serving him.
Crewmate (Imposter)

Crewmate - Small Abberation - Chaotic Evil

AC: 13 (Space Suit) HP: 7 (2d6) Speed: 25'

Attributes

Saving Throws: Str +4 Cha +4

Skills: Deception +4, Performance +4, Persuasion +4, Slight of Hand +4, Stealth +4

Senses: Passive 12, Dark Vision 60'

Tools:

Languages: Common

Challenge Rating: 1/4 (50XP)

**Features**

Deceptive: +1d4 to Deception Checks

Report: Message Cantrip 120'

Space Suit: Resistance Fire/Cold

- Hold Breath 1hr

**Actions**

Tounge: +4, 10', 5 (1d6+2)

Dagger: +4, 5', 4 (1d4+2)

Cap 'em: +4, 30/90', 5 (1d10)

Neck Crack: +4, 5', 4 (1d4+2)

- DC12C, vs Death

**Reactions**

**Feats**

**History**
Scrooge McDuck

Kawahnka, Bard/Rogue, Treasure Hunter - Neutral Good

AC: 15 (Leather) HP: 101 (15d8+30) Speed: 25/30's

Attributes

Saving Throws: Dex +6 Cha +7

Skills: Arcana +10, Athletics +5, Deception +12, History +10, Insight +13, Persuasion +12, Survival +13

Senses: Passive 13

Tools: Bagpipes, Flute, Navigators, Smiths, Thieves

Languages: Common, Aquan, Celestial, Draconic, Dwarvish, Infernal, Thieves Cant

Challenge Rating: 9 (5000XP)

**Features**

Water Lore: advantage on arcana/history check about water

Downy Feathers: Resistance to Cold

Natural Brawler: Unarmed Strike does 1d4

Bardic Inspiration d8

Jack of All Trades

Song of Rest d6

Expertise: Arcana, Deception, Insight, Investigation, Persuasion, Survival

Font of Inspiration

Counter Charm

Bardic College: Valor

- Combat Inspiration

- Extra Attack

Sneak Attack: 5d6

Cunning Action

Uncanny Dodge

Evasion

Rougish Archetype: Mastermind

- Master of Intrigue

- Madter of Tactics

- Insightful Manipulator

Fighting Style: Dueling

**Spellcasting**

DC15Ch, +7 Hit, 9 Spells

C (3): Friends, Light, Vicious Mockery

1 (4): Charm Person, Detect Magic, Distort Value, Identify, Longstrider

2 (3): Enhance Ability, Locate Object, Pyrotechnics

3 (3): Dispel Magic

**Actions**

Multiattack: Scrooge makes two attacks per turn

Unarmed Strike: +6, 5', 3 (1d4+1)

McDuck Sword (+1 Long Sword): +7, 5', 7/8 (1d8/10+3)

Cane: +6, 5', 4 (1d4+2)

Blunderbus: +6, 40/120', 7 (2d6)

Boomerang: +6, 60/120', 3 (1d4+1)

Bowie Knife: +6, 5/20/60', 5 (1d4+3)

**Reactions**

**Equipment**

- Adventure Pack: Grapple Hook, 50' Hempen Rope, Crowbar, Shovel, Pickaxe, Travelers Clothes, 100GP

- Wand: Cast Confusion

- Lucky Coin: 3/D can flip coin and add 1d4 to any save/check/attack

**Feats**

* Prodigy
* Fighting Initiate: Dueling

**History**

Scrooge McDuck is the richest duck in the world. He is the Uncle of Donald Duck. He made his fortune as an adventurer and
archeologists.
Pharaoh Man

Auto-Gnome, Wizard, Sage - Chaotic Good

AC: 17 (Armored) HP: 41 (6d6+18) Speed: 30'

Attributes

Saving Throws: Int +4 Wis +4

Damage Resistance: Poison

Condition Immunities: Disease, Paralyzed

Skills: Arcana +4, History +4, Insight +4, Investigation +4, Survival +4

Senses: Passive 11

Tools: Cartographer

Languages: Common, Celestial, Undercommon

Challenge Rating: 4 (1100XP)

**Features**

Armor Casing: AC15

Build for Success: +1d4 to atk/ck/sv 4/D

Arcane Recovery

Arcane Tradition: Evocation

- Evocation Savant

- Sculpt Spells

- Potent Cantrip

**Spellcasting**

DC12I, +4 Hit, 7 Spells

C (4): Fire Bolt, Mold Earth, Mage Hand, Toll the Dead

1 (4): Detect Magic, Fear, Shield

2 (3): Levitate, Misty Step

3 (3): Fireball, Fly

**Actions**

Unarmed Strike: +5, 5', 1HP

Crook: +5, 5', 2 (1d4)

Flail: +, 5', 4 (1d8)

Khopesh: +5, 5', 5 (1d6+2)

**Reactions**

**Feats**

* Tough

**History**

Pharaoh Man is a archeological robot created by Dr. Cossack who was forced to fight Mega Man when Wily kidnapped his daughter.
General Kai

Minotaur, Monk/Cleric, Soldier- Neutral Evil

AC: 14 HP: 93 (18d8+24) Speed: 50'

Attributes

Saving Throws: Str +10 Dex +8 Con +9

Skills: Arcana +6, Athletics +10, History +6, Insight +8, Intimidation +6

Senses: Passive 12

Tools:

Languages: Common, Minotaur

Challenge Rating: 10 (5900XP)

**Features**

Goring Rush: 20' Dash Horns as Bonus

Hammering Horns: 5', DC18S vs Shove 10'

Unarmored Defence AC14

Ki (10)

- Flurry of Blows

- Patcient Defense

- Step of the Wind

- Stunning Strike

Unarmored Movement

Deflect Missiles

Slow Fall

Ki Empowered Strikes

Evasion

Stillness of Mind

Purity of Body

Monastic Tradition: Long Death

- Touch of Death

- Hour of Reaping

Divine Domain: Death

- Reaper

- Touch of Death

- Inescapable Destruction

- Divine Strike

Channel Divinity

Harness Divine Power

Destroy Undead (1CR)

**Spellcasting**

DC18W, +10 Hit, 10 Spells
C (4): Guidance, Resistance, Thaumaturgy, Sapping Strength, Toll the Dead

1 (4): Bane, Command, Detect Magic, False Life\*, Inflict Wounds, Ray of Sickness\*

2 (3): Blind/Deaf\*, Enhance Ability, Hold Person, Ray of Enfeeblement\*, Spirit Weapon

3 (3): Animate Dead\*, Bestow Curse, Life Transference, Spirit Guardian, Vampiric Touch\*

4 (2): Blight\*, Death Ward\*

- \*Can Cast once without using Spell Slot

**Actions**

Martial Arts: +8, 5', 7 (1d6+4)

Jade Kusari-gama: +8, 5/10', 7 (1d6+4), Magical

Horns: +8, 5', 7 (1d6+4)

**Reactions**

**Feats**

* Tough
* Resilient: Constitution
* Fighting Initiate: Two Weapon Fighting

**History**
Chun Li

Human, Fighter/Monk, Custom - Neutral Good

AC: 18 (Unarmored) HP: 51 (6d10+3d8) Speed: 40'

Attributes

Saving Throws: Str +5 Dex +9

Skills: Acrobatics +9, Athletics +5, Insight +7, Investigation +6, Perception +7, Performance +3, Stealth +9

Senses: Passive 17

Tools: Calligraphy

Languages: Common

Challenge Rating: 6 (2300XP)

**Features**

Unarmored Defence: AC18

Ki (3)

- Flurry of Blows

- Patcient Defense

- Step of the Wind

Unarmored Movement: 10'

Deflect Missiles

Slow Fall

Monastic Tradition: Drunken Master

- Drunken Technique

Fighting Style: Superior Technique

- Parry

Second Wind

Action Surge

Martial Archetype: Battle Master

- Superiority Dice: 4x d8

- Maneuvers (3)

-- Lunging

-- Riposte

-- Tripping

- Student of War

**Spellcasting**

DC15W, +7 Hit

C (2): Sacred Flame, Word of Radiance

1 (-): Guiding Bolt

- \*Can cast once without using Spell Slot

**Actions**

Martial Arts: +9, 5', 7 (1d4+5)

**Reactions**

**Feats**

* Magic Initiate: Cleric

**History**

Chun Li is a Chinese member of Interpol. She is hunting for M. Bison to bring g down his Shadaloo organization. She has frequently worked with Ryu, Ken, Major Guile and Sergeant Cammie.
Makoto Rindou

Human, Monk, Martial Arts Student - Lawful Good

AC: 13 (Unarmored) HP: 23 (3d8+6) Speed: 40'

Attributes

Saving Throws: Str +4 Dex +4

Skills: Acrobatics +4, Athletics +4, History +2, Insight +3, Perception +3

Senses: Passive 13

Tools:

Languages: Common

Challenge Rating: 1 (200XP)

**Features**

Unarmored Defence: DC13

Ki (3)

- Flurry of Blows

- Patcient Defense

- Step Of the Wind

Unarmored Movement: 10'

Deflect Missiles

Monastic Tradition: Way of the Open Hand

- Open Hand Technique

**Actions**

Unarmed Fighting: +4,5', 5/6 (1d6/8+2)

Martial Arts: +4, 5', 4 (1d4+2)

Rondouken

- Tanden Renki (1Ki): +2 Attack, +1 Damage Dice

**Reactions**

**Feats**

* Fighting Initiate: Unarmed Fighting

**History**

Makoto is a master of Rindoukem Karate. She seeks to prove that the traditional style still holds up against the more popular styles. She seeks out Ryu and Ken as sparring partners.
Character]]
Peewit

Gnome, Bard, Custom (Squire) - Chaotic Good

AC: 13 HP: 14 (2d8+2) Speed: 25'

Attributes

Saving Throws: Dex +5 Int +4 Wis +4 Cha +6

Skills: Animal Handling +3, Performance +4, Slight of Hand +5, Stealth +5

Senses: Passive 11, Dark Vision 60'

Tools: Lute, Harp, Flute

Languages: Common, Gnomish

Challenge Rating: 1/2 (100XP)

**Features**

Gnome Cunning

Natural Illusionist

Speak with Small Beasts

Bardic Inspiration (d6)

Jack of all Trades

Song of Rest (d6)

**Spellcasting**

DC12Ch, +4 Hit, 5 Spells

C (2): Friends, Light, Minor Illusion

1 (3): Charm Person, Heroism, Sleep, Speak with Animals

**Actions**

Lute: +5, 5', 2 (1d4)

Unarmed Strike: +5, 5',1HP

**Reactions**

**Feats**

**History**

Peewit is the Squire of Sir Johan. He is tasked with assisting Sir Johan as a wandering Knight. He has become great friends with the Smurfs.
Tatanga

Gnome, Artificer - Lawful Evil

AC: 14 (spacesuit) HP: 62 (9d8+18) Speed: 25'

Attributes

Saving Throws: Con +6 Int +8

Skills: Arcana +8 History +8 Investigation +8 Slight of Hand +6

Senses: Passive 14, Dark Vision 60'

Tools: Tinker, Thieves, Vehicles (land)

Languages: Common, Gnomish

Challenge Rating: 7 (2900XP)

**Features**

Gnome Cunning

Natural Illusionist: Minor Illusion

Speak with small Beasts

Magical Tinkering

Infuse Item (3)

Infusion known (6)

Right Tool for the Job

Tool Expertise

Flash of Genius

Artificer Specialist: Battle Smith

- Tool Proficiency

- Battle Ready

- Steel Defender: Pagosa

- Arcane Jolt

**Spellcasting**

DC16I, +8 Hit, 17 Spell Points

C (-): Minor Illusion

1 (2): Hypnotism

**Actions**

Multiattack: Tatanga makes 2 attacks per turn

**Reactions**

**Feats**

* Inspiring Leadership

**History**

Tatanga has declared himself an alien in order to take over Sarasaland. In doing this he has kidnapped Princess Daisy, which has lead Princess Peach to dispatch her Champion.
Mike

Human, Fighter, Custom - Lawful Neutral

AC: 12 (Ntural) HP: 54 (7d10+21) Speed: 30'

Attributes

Saving Throws: Str +6 Con +6

Skills: Acrobatics +5, Athletics +6, Perception +3, Perception +4, Stealth +5

Senses: Passive 14

Tools:

Languages: Common

Challenge Rating: 4 (1100XP)

**Features**

Fighting Style: Unarmed Fighting

Second Wind

Action Surge

Martial Archetype: Champion

- Improved Critical

- Remarkable Athlete

**Actions**

Multiattack: Mike makes two attacks per turn

Unarmed Strike: +5, 5', 6/7 (1d6/8+3)

**Reactions**

**Feats**

* Crusher

**History**

Mike was a Fighter in the first Street Fighter Tournament.
Korbo Tumbrush

Halfling/Half-Goblin, Expert, Custom - Neutral Good

AC: 12 (Leather) HP: 8 (1d8) Speed: 30'

Attributes

Saving Throws: Int +4

Skills: Acrobatics +3, Athletics +2, Insight +3, Persuasion +2, Stealth +3

Senses: Passive 11, Dark Vision 60'

Tools: Woodcarving, Leather Working

Languages: Common, Goblin, Halfling

Challenge Rating: 1/4 (50XP)

**Features**

Fury of the Small

Brave

NimbleEscape

**Actions**

Unarmed Strike: +3,5', 3 (1d4+1)

Dagger:+3, 5/20/60', 3 (1d4+1)

**Reactions**

**Feats**

* Tavern Brawler

**History**

Korbo is the son of a Halfing and a Goblin. Being to polite the community just ignores it. He is aware of his heritage but keeps quite as it makes him laugh.
Red Cloak Soldier

Meduim Humanoid, Warrior - Any Good/Neutral

AC: 14 (Leather) HP: 11 (2d8+2) Speed: 30'

Attributes

Saving Throws: Str +3 Con +3

Skills: Athletics +3, Perception +2

Senses: Passive 12

Tools:

Languages: Common

Challenge Rating: 1/2 (100XP)

**Features**

Fighting Style: Dueling

Action Surge

Cantrip Masters: as part of their training each Red Cloak is required to learn useful cantrips

**Spellcasting**

C (1): Light, True Strike

**Actions**

Dagger: +3, 5'/20'/60', 5 (1d4+3)

Long Sword: +3, 5', 7 (1d8+3)

Long Bow: +3, 150'/600', 5 (1d8+1)

Spear: +3, 5'/20'/60', 6/7 (1d6/8+3)

Shield: +3, 5', 5 (1d4+3)

Unarmed Strike: +3, 5', 3 (1d4+1)

**Reactions**

**Equipment**

Soldiers Pack

- Backpack, Bedroll, Blanket, Tarp (Tent), Crowbar, Shovel, Hammer, Mess Kit, 10x Rations, Tinderbox, 50' Hempen Rope

Travlers Clothes

- Boots, Breeches, Sturdy Belt, Shirt, Leather Vest, Large Hooded Cloak

**Feats**

**History**

The Soldier is the senior member of a Red Cloak Dyad, along with a Red Cloak Aspirant. They report to a Red Cloak Lancepesade.
Abyss (2015)

*Not to be confused with the song.*

## Overview

"***Abyss***" (not to be confused with the song) is the first full-length release by american synth-pop artist Pastel Ghost, released on March 10, 2015 through **Cleopatra Records**.

## Tracks

1. *PRISM* *(3:29)*
2. *EMBRACE* *(3:24)*
3. *CLOUDS* *(4:08)*
4. *SHADOWS* *(3:28)*
5. *SKELETON* *(4:00)*
6. *DARK BEACH* *(3:42)*
7. *TRANSLUCID* *(3:17)*
8. *LILACS* *(3:40)*
9. *PULSE* *(4:03)*
10. *ABYSS* *(4:27)*

## Trivia

* It is Pastel Ghost's most succesful album, with 7 tracks out of 10 from it being her most popular songs on Spotify.
Kenny McCormick

Human, Barbarian, Criminal - True Neutral

AC: 9 (Unarmored) HP: 2 (3d12-3) Speed: 30'

Attributes

Saving Throws: Str +3 Con +1

Skills: Athletics +3, Deception +4, Perception +5, Performance +4, Stealth +2

Senses: Passive 15

Tools:

Languages: Common

Challenge Rating: 1 (200XP)

**Features**

Rage (3)

Unarmored Defence: AC9

Reckless Attack

Danger Sense

Primal Path: Zealot

- Divine Fury

- Warrior of the Gods

**Actions**

Unarmed Strike: +2, 5', 2HP

**Reactions**

**Feats**

* Human Determination: advantage on Attack/Ability/Save 1/LR

**History**

OH MY GOD THEY KILLED KENNY!!!

He is one of the boys along with Kyle, Stan and Cartman.
Gaibon

Large Fiend - Chaotic Evil

AC: 17 (Natural) HP: 147 (14d10+70) Speed: 30'

Attributes

Saving Throws: Str +2 Dex +6

Condition Immunities: Exhaustion, Petrify, Poison

Damage Resistance: Bludgeon, Piercing, Slashing from Non-magical

Damage Immunities: Poison

Skills: Perception +4

Senses: Passive 14, Dark Vision 60'

Tools:

Languages: Common (Understood), Abyssal

Challenge Rating: 8 (3900XP)

**Features**

**Actions**

Multiattack: Gaibon makes 3 attacks per turn

Claws: +8, 5', 11 (2d6+4)

Fire Bolt: +8, 120', 16 (3d10)

Dragon's Breath (Recharge 5-6): +8, 15'c, 25 (7d6), Fire

**Reactions**

**Feats**

**History**

Gaibon is one of the first enemies faced by the Belmont Clan. He is always paired with Slogra
Jonra Lusea

Half-Elf, Artificer, Soldier - Chaotic Good

AC: 13 (Leather) HP: 88 (13d8+26) Speed: 30'

Attributes

Saving Throws: Con +7 Int +8

Skills: Athletics +6, History +8, Intimidation +5, Investigation +8, Perception +6, Slight of Hand +7

Senses: Passive 16, Dark Vision 60'

Tools: Tinkers, Thieves, Smith, Gaming Set (Dice), Land Vehicles

Languages: Common, Aquan, Dwarvish, Elvish

Challenge Rating: 8 (3900XP)

**Features**

Fae Ancestry

Goliath Legacy: Resistance to Cold Damage

Magic Tinkering

Infused Items (4)

Infusions Known (8)

Right Tool for the Job

Tool Expertise

Flash of Genius

Magic Item Adept

Spell Storing Item

Articifer Specialist: Battle Smith

- Tool Proficiency: Smiths

- Aerialist Spells

- Iron Eagle: Flying Steel Defender

- Battle Ready

- Arcane Jolt

**Spellcasting**

DC16I, +8 Hit, 9 Spells

C (3): Mending, Shocking Grasp, Spare the Dying, True Strike\*, Vicious Mockery\*

1 (4): Charm Person\*, Detect Magic, Expeditious Retreat, Identify, Magic Missile\*\*, Witchbolt\*\*

2 (3): Enhance Ability, Enlarge/Reduce, Gust of Wind\*\*, Levitate\*\*, Magic Weapon

3 (3): Dispel Magic, Fly\*\*, Haste\*\*, Tiny Servant

4 (1): Fabricate\*\*, Resilient Sphere\*\*, Summon Construct

- \*Can cast once without using Spell Slot

- \*\* Artificer Specialist Spell

**Actions**

Multiattack: Jonra attacks twice per turn

Dagger: +7, 5/20/60', 4 (1d4+2)

Katana: +7, 5', 5/6 (1d8/10+2)

Pistol (10rd): +7, 30/90, 5 (1d10)

Unarmed Strike: +7, 5', 4 (1d4+2)

**Reactions**

**Feats**

* Tavern Brawler
* Magic Initiate: Bard
	+ True Strike, Vicious Mockery, Charm Person

**History**

Master Artificer Jonra Lusea started his life as the eldest son of a Half-Goliath Soldier. He followed his father's footsteps and joined the Monarchs Army. He saw many of the dangers facing the common Soldiers and decided to do something about it. Jonra studied to be an Artificer and specialized in being a Battle Smith, this however, was not enough. He came up with the idea of a Flying Steel Defender that he called the Iron Eagle. This allowed him to provide Close Air Support to soldiers on the ground. His first venture was a deciding success and he was authorized to train other Artificers into this Battle Smith variation that he called Aerialist.

He would later marry another Artificers youngest Daughter and become the father of Morrigan, Kaileigh and Brendan.

After many decades of service he eventually retired to a small home on a plot of land with his Half-Dwarf Wife.
Salome

Tiefling, Warlock, sage- Chaotic Neutral

AC: 12 (Leather) HP: 11 (2d8+2) Speed: 30'

Attributes

Saving Throws: Wis +2 Cha +5

Condition Resistance: Fire

Skills: Arcana +4, Deception +5, History +4, Perception +2

Senses: Passive 12, Dark Vision 60'

Tools:

Languages: Common, Celestial, Elvish, Infernal

Challenge Rating: 1/2 (100XP)

**Features**

Infernal Legacy: Thaumaturgy

Hellish Resistance: Fire

Otherworldly Patron: Fiend

- Dark One's Blessing

Eldritch Invocations (2)

- Armor of Shadows: Mage Armour

- Eldritch Shield: absorbs 1d10 Magical Damage

**Pact Magic**

DC13Ch, +5 Hit, 3 Spells, 2 Spell Slots

C (2): Eldritch Blast, Minor Illusion, Thaumaturgy

1 (-): Burning Hands\*, Command\*, Charm Person, Mage Armour\*\*, Witchbolt

- \*Can cast once without using Spell Slot

- \*\*Can cast as a Cantrip

**Actions**

Dagger: +4, 5/20/60', 4 (1d4+2)

Eldritch Blast: +5, 120', 5 (1d10)

**Reactions**

**Equipment**

Broom of Flying: 50'

Rock of Detection

**Familiar**

Albus ("Cat")

AC: 12 HP: 2 (1d4) Spd: 40'/30'c CR: 0 (10XP)

S: -4 D: +2 C: +0 I: -4 W: +1 Ch: -2

Skills: Perception +3, Stealth +4

Sense: Passive 13

Keen Smell

Claws: +0, 5', 1HP

**Feats**

**History**

Salome is a young witch. Despite looking perfectly Human she is a Tiefling. She hides this fact unset her clothes and hat.
Magi Koopa

Koopa (Tortle), Wizard, Sage - Lawful Neutral

AC: 16 (Natural) HP: 22 (6d6) Speed: 26'/30's

Attributes

Saving Throws: Int +5 Wis +4

Skills: Arcana +5, History +5, Insight +4, Investigation +5, Persuasion +3

Senses: Passive 11

Tools:

Languages: Common, Aquan, Draconic, Undercommon

Challenge Rating: 3 (700XP)

**Features**

Amphibious

Natural Defence AC16

Arcane Recovery

Arcane Tradition: Conjuration

- Conjuration Savant

- Minor Conjuration (Brick)

- Benign Transportation: 30'

**Spellcasting**

DC13I, +5 Hit, 8 Spells

C (4): Fire Bolt, Mage Hand, Ray of Frost, Shocking Grasp

1 (4): Burning Hands, Magic Missile, Witchbolt

2 (3): Locate Object, Mirror Image, Misty Step, Rime's Binding Ice

3 (2): Summon Allies

**Actions**

Claws: +5, 5', 1 (1d4-1)

Magi-Koopa Wand: +2, 5', 1 (1d4-1)

Unarmed Strike: +6, 5',1HP

**Reactions**

**Feats**

**History**

Magi Koopas are Koopas that show a perchance for Magic. The loyalty serve Bowser and are lead by Kamek.
Dictionnaires

Les dictionnaires sont une structure de données qui vous permet de mapper des clés à des valeurs de la même manière qu'un vrai dictionnaire mappe les mots à leur définition et vous pouvez les rechercher très rapidement.

Un dictionnaire peut être créé comme ceci :

`rotation = {North:East, East:South, South:West, West:North}`

L'expression avant les deux points est la clé et l'expression après les deux points est la valeur à laquelle la clé correspond.

Le dictionnaire ci-dessus mappe les directions vers la direction à leur droite.

L'accès à la valeur mappée à une clé peut être effectué de la même manière que l'accès à un élément dans une liste :

`value = dict[key]`

Exemple:

`orientation = rotation[South]`

Ceci définit l'orientation sur `West`.

Vous pouvez ajouter une nouvelle paire clé-valeur à un dictionnaire comme ceci :

`dict[key] = value`

Cela mappera la clé à la valeur.

Les clés sont uniques, donc l'ajout d'une clé déjà dans le dictionnaire remplacera la valeur précédente.

Utiliser `dict.pop(key)`pour supprimer une paire clé-valeur de `dict`.

`key in dict`évalue à `True`si `key`est une clé dans le `dict`et `False`sinon.

Vous pouvez donc utiliser `if key in dict:`pour vérifier si `dict`contient la clé.

Placer un dictionnaire dans une boucle for vous permet de parcourir toutes les clés :

```
pour   la clé   dans   dict  :
	 valeur   =   dict  [  clé  ]

```

Il n'y a aucune garantie quant à l'ordre dans lequel les clés seront itérées.

Les ensembles sont comme des dictionnaires mais sans valeurs. Vous ne disposez que d'un jeu de clés.

Ils sont créés de la même manière que les dictionnaires, mais sans valeurs.

`set = {North, East, West}`

Utiliser `set.add(elem)`pour ajouter un nouvel élément à l'ensemble.

Utiliser `set.remove(elem)`pour supprimer un élément d'un ensemble.

Utiliser `if elem in set:`pour vérifier si l'ensemble contient un élément.

Utiliser `for elem in set:`pour parcourir tous les éléments de l’ensemble.

Tout comme les ensembles de dictionnaires ne sont pas ordonnés, il n'y a aucune garantie quant à l'ordre dans lequel les éléments sont itérés.

De plus, les éléments des ensembles sont uniques, donc l'ajout d'un élément à un ensemble qui s'y trouve déjà ne modifiera pas l'ensemble.
Crewmate (Ghost)

Crewmate - Small Undead - Any Alignment

AC: 11 (Natural) HP: 20 (5d6) Speed: 30'

Attributes

Saving Throws: Con +2 Cha +5

Damage Resistance: Acid, Fire, Lighting, Thunder, Bludgeon, Piercing and Slashing from non-magical attacks

Condition Immunities: Charm, Exhaustion, Frightened, Grapple, Paralyzed, Petrified, Poisoned, Prone, Restrained

Skills: Arcana +4, Insight +4, Intimidation +5, History +4, Perception +4,

Senses: Passive 14, Dark Vision 60'

Tools:

Languages: Common

Challenge Rating: 1/2 (100XP)

**Features**

Tasks: +1d4 to Tool Proficiency

Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 4 (1d8) force damage if it ends its turn inside an object.

**Actions**

**Reactions**

**Feats**

**History**