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<h2>ARCANE LANTERN Lv 5 w CONSTRUCT</h2>
<p>Mages often keep these creatures as magical repositories. In a pinch, the lanterns can even help in battle.</p>
<p><strong>Typical Traits:</strong> glowing, helpful, magical, tiny.</p>
<h3>Stats</h3>
<p>DEX d8 INS d8 MIG d6 WLP d10 HP 40 w 20 MP 55 Init. 8</p>
<p>DEF +1 M.DEF +2 ' VU a b a EE RS ff RS ii RS l bb IM</p>
<h3>Basic Attacks</h3>
<h4>Elemental Discharge</h4>
<p><strong>Damage:</strong> {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.</p>
<h3>Other Actions</h3>
<h4>Mana Transfer</h4>
<p>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.</p>
<h3>Special Rules</h3>
<p><strong>Construct:</strong> The lantern is immune to poisoned.</p>
<h2>CLATTERCLOWN Lv 10 w CONSTRUCT</h2>
<p>A discarded toy jester inhabited by loathsome spirits. Perhaps it is simply looking for someone to play with?</p>
<p><strong>Typical Traits:</strong> creepy, loud, small, vengeful.</p>
<h3>Stats</h3>
<p>DEX d8 INS d10 MIG d8 WLP d6 HP 60 w 30 MP 50 Init. 13</p>
<p>DEF +0 M.DEF +0 ' aa VU b a EE RS ff RS i l bb IM</p>
<h3>Basic Attacks</h3>
<h4>Jester Kick</h4>
<p><strong>Damage:</strong> {DEX + INS} +1 w {HR + 5} physical damage. This attack deals 5 extra damage against dazed or shaken targets.</p>
<h3>Spells</h3>
<h4>Dancing Jester</h4>
<p>20 MP w Special w Instantaneous. The clatterclown chooses any number of creatures it can see: each of them suffers shaken.</p>
<h3>Special Rules</h3>
<p><strong>Construct:</strong> The clatterclown is immune to poisoned.</p>
<footer>Philip Forlenza (Order #)</footer>