## ARCANE LANTERN Lv 5 w CONSTRUCT

Mages often keep these creatures as magical repositories. In a pinch, the lanterns can even help in battle.

Typical Traits: glowing, helpful, magical, tiny.

### Stats

DEX d8 INS d8 MIG d6 WLP d10 HP 40 w 20 MP 55 Init. 8

DEF +1 M.DEF +2 ' VU a b a EE RS ff RS ii RS l bb IM

### Basic Attacks

#### Elemental Discharge

Damage: {DEX + INS} w {HR + 5} damage. When the arcane lantern performs this attack, roll a d6 to determine the damage type: 1-2 bolt; 3-4 fire; 5-6 ice.

### Other Actions

#### Mana Transfer

The arcane lantern may use an action and spend up to 10 Mind Points to choose another creature it can see. That creature recovers an equal amount of Mind Points.

### Special Rules

Construct: The lantern is immune to poisoned.

## CLATTERCLOWN Lv 10 w CONSTRUCT

A discarded toy jester inhabited by loathsome spirits. Perhaps it is simply looking for someone to play with?

Typical Traits: creepy, loud, small, vengeful.

### Stats

DEX d8 INS d10 MIG d8 WLP d6 HP 60 w 30 MP 50 Init. 13

DEF +0 M.DEF +0 ' aa VU b a EE RS ff RS i l bb IM

### Basic Attacks

#### Jester Kick

Damage: {DEX + INS} +1 w {HR + 5} physical damage. This attack deals 5 extra damage against dazed or shaken targets.

### Spells

#### Dancing Jester

20 MP w Special w Instantaneous. The clatterclown chooses any number of creatures it can see: each of them suffers shaken.

### Special Rules

Construct: The clatterclown is immune to poisoned.