The levels of artistry which the Naacals once reached in their engineering of automata might seem almost godlike to the crude intellect of 17th century man. They became so skilled that the prosaic goal of efficiency came to seem to them almost quaint: at the zenith of their prowess, they came to prize only aesthetic innovation and sheer eccentricity, and it is the servitors from that era - beautiful, twisted, and strange - which today roam the plazas and avenues of the Unremembered City.
Tiger Lily: Something resembling a huge, bulbous orange-black flower, standing man-high on its spindly stalk, with fronds emanating downwards from its "head" like tentacles. From them it emits clouds of tiny razor-sharp disc-like spores, each no bigger than a grain of sand, which swarm through the air and carve or cut solid objects - including, where necessary, human flesh. HD 2, AC 6, #ATT Special, DMG Special, Move 90.
*Emits spores. It has 1d4+5 fronds, each of which can emit one cloud of spores (the process taking one round). Each spore cloud moves at 90 and can: 1 - Slice flesh (each spore simply cutting the skin at random, doing 1d3 hp damage automatically without the need for a 'to hit' roll), 2 - Clog lungs (the spore cloud entering through the nose and mouth to lacerate the respiratory tract from within - the victim can avoid this by covering the nose and mouth if forewarned, but otherwise suffers 1d6 hp damage automatically), 3 - Blind (the victim can avoid this by covering the eyes of forewarned, but is otherwise blinded - temporarily for 1d6 days, or permanently if the spore cloud can successively attack for 3 rounds in a row). Spore clouds do not regenerate and must return to the host within 6 rounds or the spore lose power and fall to the ground inert.
Porcelain Mule: A white-green ceramic quadrupedal form with a long, narrow, expressionless face like a horse's skull. If given a burden and a destination to carry it to, it will perform the task with remorseless and relentless energy; otherwise it stands inert awaiting instructions which nowadays rarely come. If a non-Naacal approaches it emits a foul, piercing bray in the manner of an outraged ungulate. HD 3+3, AC 4, #ATT 1 (trample), DMG 1d4, Move 180.
*If a non-Naacal human approaches within 20 yards, the Porcelain Mule will bray; it is never surprised and does this automatically. Anyone within 20 yards is deafened for 1d6 days (1d3 hours on a successful save versus poison), and any living thing within the vicinity will be put on the alert. Roll 1d4 times on the random encounter table to see how many things, or groups of things, come to investigate (arriving 1d10 minutes apart).
Cat With Cobra: Two automata perfectly crafted to resemble their respective inspirations. The first is the kind of cat the Naacals favour - short-snouted and long-limbed like a caracal. The reproduction is perfect, down to each individual silicon hair and whisker. It is accompanied everywhere by an Egyptian cobra, whose every individual scale was hand-crafted. Once created to assassinate political rivals, these servitors have become outmoded by the death of politics in the Unremembered City; now they simply do the only things they understand, which are to hunt and kill indiscriminately. The cat and cobra have the same stats: HD 1+1, AC 3, #ATT 1, DMG Special, Move 150.
*Always surprise opponents unless the opponent is forewarned or magically able to detect threats.
*The snake strikes to paralyse (no save is permitted; the effects last 1d6 days); the cat then automatically dispatches the victim with a bite to the neck if it is able to get within striking range. Having killed once, they flee and will not kill for the remainder of the day.
Dweller in the Reeds: A diminutive humanoid shape, thigh-high on a man, made of a thick emerald-green gel into which have been pressed small slats of jade, like lamellar. It lurks in gardens, parks and other green spaces, cultivating the plants which the Naacals favour and ruthlessly exterminating those they do not. Its fingers are made of narrow points of jade so sharp that they can sever tree branches like butter and so gracile they can carve decorative hieroglyphics and pictograms into the smallest and most delicate of flower petals. They defend their gardens tenaciously if they are disturbed or threatened; otherwise they are harmless. HD 1+1, AC 4, #ATT 1, DMG Special, Move 90.
*Always surprise opponents due to camouflage unless the opponent is forewarned or magically able to detect threats.
*Does 1d3 damage per attack but the attacks are of sharpness and directed against the legs.
*If able to attack the face of an opponent, its attacks permanently blind if hitting successfully.
*If struck to cause damage by a pierced weapon, the weapon sticks in the gel of its body 50% of the time - it can only be tugged free if the Dweller is inert or killed.
Padfoot: Something resembling both a tree-frog and an ibis. Four-legged, man-sized, with soft amphibian skin and splaying feet perfect for climbing and treading across ponds full of lily-pads, but with a black feathered head and downward-curving scimitar of a beak. In times past it was used as a spy: able to move in perfect silence, climb vertical walls, walk or swim across waterways, and probe with its beak. It was deliberately imbued with a curiosity which still enlivens it. It follows intruders at a safe distance, watching, until distracted or somehow given the slip. Anything it sees it will report if asked by a Naacal. HD 2, AC 4, #ATT 1, DMG 1d4, Move 150.
*Always surprises opponents due to silence and stealth.
*Climbs vertical and smooth walls (and can even move upside down across ceilings).
*Swims perfectly.
*Exudes greasy toxins from its skin; if touched with a bare hand (when dead or alive) it causes a sickening illness which has an onset of 1d3 hours and causes complete paralysis for a week (on a failed save versus poison) or the equivalent of a slow spell for a week (on a successful save). The grease is visible on close inspection. If the toxin is ingested it causes death within 1d6 minutes; no save is permitted.
Pthalo Hound: A pile of deep, intense blue powder, bound together and animated so that resembles a stalking canine. It is completely featureless except for its brilliant hue. An artistic endeavour which once amused some forgotten Naacal engineer, it never had any purpose except the aesthetic. If touched, it collapses back into its constituent powder, which sticks and stains indelibly. HD *, AC *, #ATT *, DMG *, Move 180.
*When touched, it immediately disintegrates. Roll a d8 or d4 to determine wind direction. Enough of the powder will blow in that direction for 1d6 turns, to a distance of 30 yards, to cause permanent blue stains on any living thing or object in its path. These stains can never be removed, even by a wish spell. The remaining powder lies in a pile and can be gathered if desired.
Tremendous stuff! I like Padfoot best, but the Pthalo Hound is brilliant too.
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