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Drollery Group, Small, Devious, Planar Satire (d6 damage) 8 HP 0 armor Close, Ignores Armor, Far Whether you are a child, teenager, or adult, mockery is a reliable form of comedy. A young child draws their father's boss as a pig to cheer him up; a group of teenagers vandalize the town hall with an unflattering portrait of the constable. Likewise, within the higher echelons of society, a scribe doodles a beast made from various symbolisms to provide commentary of the king's court. Most of these doodles are just that -- doodles. But sometimes, as an artist laughs at their creation, chaos itself laughs with them. This is how a Drollery is born. A deranged illustration come to life, Drolleries love nothing more than to amuse those who witness its existence -- even at the expense of the audience's life. No matter, a circus of Drolleries can always take their services elsewhere. Instinct: to amuse
- Incapacitate someone with laughter
- Prevent someone from looking away
- Reflect a spell, but with a comical twist
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Earthbound bear/ape/gorilla + Beast: Airborne heron/crane/stork Group, Intelligent Fists (d8 damage 1 piercing) 6 HP 0 armor Close Special Qualities: Wings Instinct:
- Carry Off
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Marionette Titan Solitary, Huge, Construct Fists of wood and metal (d10+5 damage 3 piercing) 28 HP 2 armor Reach, Forceful Special Qualities: Four arms, Body of Wood The sorcerer-kings of old could and would employ common soldiery of course. But that's just to be practical. When allowed to play, and when organised in their efforts they made (more literal) puppets. Programmed with knowledge of how to fight, and laden with more arms (if you're creating something new you may as well make an improvement while you're there), these fearless automatons, clad in easily made metal armour riveted to their frames can become cost efficient if done in the right way. So they did, and their legions of dolls marched against their foes. If there was enough wood and metal to be able to build and armour such a thing, nothing would stop them from making titan-sized marionettes. There is no need to ask why, of course, for what are walls if they can just be flattened. Instinct: To obey
- Destroy something significant and important
- Suffer a malfunction and destroy everything in a blind fury
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Marionette Swordfighter Group, Construct Four blades (b[2d8+2] damage 2 piercing) 10 HP 2 armor Close Special Qualities: Four arms, Body of wood The sorcerer-kings of old could and would employ common soldiery of course. But that's just to be practical. When allowed to play, and when organised in their efforts they made (more literal) puppets. Programmed with knowledge of how to fight, and laden with more arms (if you're creating something new you may as well make an improvement while you're there), these fearless automatons, clad in easily made metal armour riveted to their frames can become cost efficient if done in the right way. So they did, and their legions of dolls marched against their foes. Whoever thought about deploying some with four swords was a genius! Most people have a hard time dealing with anyone competent enough with two swords at once, but four? Can't parry them all! Instinct: To obey
- Unleash a dazzling flurry of slashes
- Suffer a malfunction and attack everything in a blind fury
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Marionette Lancer Group, Construct Twin spears (b[2d8] damage 1 piercing) 10 HP 4 armor Close, Reach Special Qualities: Four arms, Body of wood The sorcerer-kings of old could and would employ common soldiery of course. But that's just to be practical. When allowed to play, and when organised in their efforts they made (more literal) puppets. Programmed with knowledge of how to fight, and laden with more arms (if you're creating something new you may as well make an improvement while you're there), these fearless automatons, clad in easily made metal armour riveted to their frames can become cost efficient if done in the right way. So they did, and their legions of dolls marched against their foes. Twin spears is more than most spear-wielders can use, and when deployed with ruthless efficiency and coordination can turn and rout any army worth its stuff. Not to mention when deployed in such numbers, this especially endangers the ordinarily brave knights. Funny how they suddenly seem more reluctant to fight. Instinct: To obey
- Form an implacable walls of spears
- Suffer a malfunction and attack everything in a blind fury
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Memo-Wraith Precollected Solitary, Stealthy, Magical, Devious, Organized, Intelligent, Hoarder, Terrifying Amnestic Touch (b[2d10] damage 1 piercing) 16 HP 4 armor Close, Ignores Armor Special Qualities: Impossible to Remember, Beyond Comprehension Of those that have been able to take notes about the dread Memo-Wraiths, fewer still draw many inferrances. However, those that do have come to some troubling conclusions. It is theorised that Memo-Wraiths seek to restore themselves to being remembered, and to having a history - and their parasitism stems from this. However such a process must take a long time and take a lot of effort from any given Memo-Wraith or those that have become remembered should be more well known. However between those two positions of complete anonymity and having restored oneself to true existence there should exist a terrifying creature that is tentatively labeled a "Precollected", a Memo-Wraith on the relative cusp of restoration, for whom the sheer volume and intensity of memories and histories consumed have condensed themselves deeply into their being, granting them a personality of sorts, and an intelligence to boot. The acts that these beings would be capable of might be world-shattering in nature, plus if they were to actually succeed in the work... Instinct: To feed more
- Steal memories with but a touch
- Animate those entirely drained of history and memory as a Memo-Wriath
- Wield the might and power yielded from untold consumed memories and fates
- Consume a stolen memory, and its history with it
- Reveal lesser Memo-Wraiths where your foes forgot to check
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Owl of the Forbidden Garden Solitary, Huge, Stealthy, Divine, Magical, Organized, Intelligent, Hoarder, Planar Beak and talons (d12+7 damage 3 piercing) 22 HP 2 armor Reach Owls themselves are but paler reflections of something greater. The owls of the forbidden garden are said to seek out knowledge, draining it if necessary. They feast upon the Corpse of the Forgotten Serpent, mostly, but a select few venture into the world for rare secrets, to steal them forth from minds or books or similar, before retreating back to their progenitor. For even these owls are themselves pale imitations of their own creator, the True Owl of the Forbidden Garden, created by a long forgotten god for some arcane purpose - presumably stealing back knowledge. But what puzzles most scholars who are aware of such things is to why? What makes knowledge so important that it must be stolen away, pried out of the world and returned somewhere else? Instinct: To gain power
- Steal away knowledge with a glance
- Vanish into the dark forgotten corners of a mind
- Wield terrifying magicks forgotten for aeons
- Beckon forth minions from where someone forgot to look
- Cast off feathers that steal words and cripple thoughts
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Memo-wraith Horde, Stealthy, Magical, Devious, Intelligent, Hoarder, Terrifying Amnestic Touch (d4 damage 1 piercing) 7 HP 1 armor Close, Ignores Armor Special Qualities: Impossible to Remember, Beyond Comprehension "The concepts of memory and history are more intertwined than have been previously thought. Although the processes involved are not entirely known, and the... memory-dampening nature of such a monstrosity makes documenting anything about it tiring, we have decided to tentatively call it a 'Memo-wraith'. It should be noted that my hands are trembling as I write this, because I have to keep it in my line of sight at all times while I write, lest I forget about the creature. One of its observed abilities is that it cannot be remembered when not visible. It was at great cost and hardship that mere one of these creatures were managed to be captured and transported here to study. But we still know so little, however it has been... observed unfortunately that these creatures can create more of themselves from their victims. But where did the first one come from? Tangential evidence, which unfortunately is the only evidence we seem to be able to acquire is that it consumes not only memories, but eventually the history associated with these memories. What this implies is" - Final journal entry of an anonymous memory mage Instinct: To feed
- Steal memories with but a touch
- Animate those entirely drained of history and memory as another Memo-Wraith
- Tap into a consumed memory for power or skill
- Consume a stolen memory, and its history with it
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Marionette Archer Group, Construct Twin bows (b[2d8] damage 1 piercing) 10 HP 2 armor Close, Near, Far Special Qualities: Four arms, Body of wood The sorcerer-kings of old could and would employ common soldiery of course. But that's just to be practical. When allowed to play, and when organised in their efforts they made (more literal) puppets. Programmed with knowledge of how to fight, and laden with more arms (if you're creating something new you may as well make an improvement while you're there), these fearless automatons, clad in easily made metal armour riveted to their frames can become cost efficient if done in the right way. So they did, and their legions of dolls marched against their foes. Two bows and many arrows in the hands of implacable, tireless machines can become quite the danger as even one of them is capable of laying down a hail of devastating arrows. Imagine a whole legion. Instinct: To obey
- Lay down a withering hail of arrows
- Suffer a malfunction and attack everything in a blind fury
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Disenchanter Solitary, Large, Magical, Devious, Planar Trample (w[2d6] damage) 12 HP 0 armor Native to the Plane of Order, the Disenchanter finds passage into our world when anti-magic pervades an area. Once anti-magic has taken hold of a location, the Disenchanter steps through the veil; and then it begins to wander. Mages and clergy fear the Disenchanter: a towering, camel-like creature with dark blue fur and a long, elephant-like trunk. Wispy blue tendrils reach out from the trunk, and anything the Disenchanter touches is drained of its magical properties. Amulets go dim, idols turn mundane, and wizards forget spells. But despite the Disenchanter's appetite, it is a docile thing. Seldom does the Disenchanter seek to harm others, and sometimes they even make companionship -- as long as its master can consistently feed it magic. Instinct: to consume magic
- Sniff out magic from miles away
- Teleport a short distance
- Make someone temporarily forget a spell
- Permanently disenchant something