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Mt. Rushmore Group, Huge, Divine, Magical, Devious, Intelligent, Cautious, Construct, Terrifying executive powers (d6+7 damage) 24 HP 6 armor Reach, Forceful, Ignores Armor, Far Special Qualities: granite batholith formation, dynamited, jackhammered, chiseled Mount Rushmore National Memorial is a sculpture carved into the granite face of Mount Rushmore, a granite batholith formation in the Black Hills in Keystone, South Dakota, United States. Sculpted by Danish-American Gutzon Borglum and his son, Lincoln Borglum, Mount Rushmore features 60-foot (18 m) sculptures of the heads of four United States presidents: George Washington (1732–1799), Thomas Jefferson (1743–1826), Theodore Roosevelt (1858–1919), and Abraham Lincoln (1809–1865). The entire memorial covers 1,278.45 acres (2.00 sq mi; 5.17 km2) and is 5,725 feet (1,745 m) above sea level. Instinct: to faithfully execute the Office of President of the United States, and to the best of its ability, preserve, protect and defend the Constitution of the United States
- derive just powers from the consent of the governed
- recommend to your consideration such measures as it shall judge necessary and expedient
- veto
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Dyfon Solitary, Tiny, Stealthy, Magical, Devious, Hoarder small teeth (d6-2 damage) 16 HP 0 armor Hand Special Qualities: uncanny resemblance to a cave bat A dyfon is a small, magical, carnivorous mammals that, generally incapable of killing by itself, instead manipulates groups of humanoids into murdering one of their own, each corpse supplying the dyfon with food for months. A dyfon is only semi-intelligent, and tends to follow a predictable strategy. Leading up to an attack, a dyfon will continually interrupt their targets' rest and downtime with harrowing imitations of a babe screaming. Once the sleep-deprived targets have grown irritable, the dyfon leaves a piece of jewelry in their path. These trinkets carry a hard-to-detect curse peculiar to the dyfon: once worn by someone, they bind themselves to that person for life and the curse replaces itself with an obvious a magical enchantment, but one that would only be useful were the item worn by one of the wearer's companions. The dyfon then watches for signs of jealousy or conflict and uses its magic to sustain and strengthen those emotions. A dyfon, though stronger and flightless, closely resembles a cave bat, and often escapes adventurers' notice by hiding among colonies. Instinct: to instigate murder
- sow discord
- conceal curse
- bestow dyfon's curse
- sustain emotion