Mages often keep these creatures as magical repositories. In a pinch, the lanterns can even help in battle.
Typical Traits: glowing, helpful, magical, tiny.
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
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.
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.
Construct: The lantern is immune to poisoned.
A discarded toy jester inhabited by loathsome spirits. Perhaps it is simply looking for someone to play with?
Typical Traits: creepy, loud, small, vengeful.
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
Damage: {DEX + INS} +1 w {HR + 5} physical damage. This attack deals 5 extra damage against dazed or shaken targets.
20 MP w Special w Instantaneous. The clatterclown chooses any number of creatures it can see: each of them suffers shaken.
Construct: The clatterclown is immune to poisoned.