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Magic Dolls
by Cab DavidsonBecause why not, and I think it could be cool.
Doll of Protection: Appearing like a normal porcelain doll, usually in the form of a baby, the doll bonds to any creature that carries it for a whole day. When that creature goes to sleep, the doll wakes up, and will protect the creature until they wake, fighting to the death to defend them. The creature is AC3, HD3, HP 15, Mv 90'(30'), Att 1 punch, Damage 1d6, Save as F2, Al N, Ml12. When the owner of the doll wakes up, the doll immediately becomes inert again.
Doll of Despairing Dreams: This creepy looking porcelain doll is typically misidentified as a doll of protection, and it does indeed wake up when the owner is asleep and provide the same protection (with the same combat capabilities). But when not otherwise occupied by defending its sleeping host, which is likely to be most of the time on most nights, the doll of despairing dreams spends its time whispering lies in their ear, designed to crush their confidence and find their way into their dreams. The owner of a doll may make a saving throw vs. spells on the first night of this, to realise what the problem is, otherwise they will continue to have misplaced trust in the doll until someone else spots the problem and casts a remove curse spell, or instead kills it. Once the dolls nocturnal taunting starts, its victim suffers a -1 to intelligence and wisdom scores for as long as they are cursed by the doll.
Dressing Room Doll: Appearing as if a small, poseable mannequin, around 5" high, upon stating a command word the dressing room doll grows, over 3 rounds, to any size up to that of an ogre, with the owner simply having to say "stop" when it reaches the desired time.
When thus expanded, the doll can be dressed with normal or magical clothing and/or armour, jewellery (up to 2 rings, 2 earrings, a single necklace, and single examples of any other worn jewellery) and footwear. Use of another command word will cause the doll to shrink back down to 5" high, shrinking all worn items. The doll has an encumbrance of 20cn, whether clothed or not.
Once dressed, the doll can only expand to the size matching the clothing with which it was dressed. It cannot therefore resize clothing. If the user tries to expand the doll beyond the size of its clothing, that clothing tears. Any armour worn will fall off, needing repairs to clasps and buckles before it can be worn again.
Dress Up Doll: A rare and potent magical doll, which can be constructed to be of any species of human, demi-human or similar sized humanoid, the dress up doll is typically found with a single costume, often that of an adventurer, a servant or a craftsman. When a command word is spoken the doll grows to the size of the creature it depicts, the clothing and any items carried scale appropriately, and the doll takes on the form and behaviour of the costume, with (if appropriate) the abilities of a third level character. For example, a dress up doll dressed as a cleric will become a third level cleric. All of their statistics, including hit points, are average (attributes are all 11), and armour class is determined by any armour that they were wearing as a doll. They have no magic items, but have typical spells memorised, as determined by the DM. If dressed as a craftsman or specialist, they have average abilities thereof. If given magic items to use, they can do so according to their class and knowledge (if command words are needed, they must be told). They function once per day, for up to 1 hour. If killed, it reverts to being a normal but broken non-magical doll.
New costumes for dress up dolls can be made, but must be of extreme quality, and cost at least 200gp each.
Decoy Doll: A small, nondescript clay doll that never seems to truly dry or set, the decoy doll binds to the creature that carries it and slowly, over the course of a few hours, takes the form thereof. When a specific command word is spoken by its carrier, the decoy doll leaps into action and grows to become a full sized replica thereof. It will stand within 10', precisely replicating all of the actions of its owner, for up to 3 turns, or until it suffers more than 10hp of damage. Any attacks aimed at its owner are 50% likely to hit the decoy doll instead. At the end of the 3 turn duration or if it suffers 10hp of damage the decoy doll reverts back to clay form, carrying any wounds inflicted upon it, which slowly heal over the course of a day. It can be activated once per day.
Straw Doll: While straw dolls are commonly made and considered part of the folklore of many cultures, typically being crudely made from wheat or other straw after harvest and around 5" high, the construction of a magical straw doll in which the spirit of a ceature is trapped by some nefarious means is considered an evil act. Any wielder carrying the straw doll can use it to absorb a range of incoming offensive actions, and the straw doll (or rather the spirit inhabiting it) takes that harm in place of the wielder. The straw doll can absorb up to 30hp of damage, one curse or one level of energy drain directed at its owner before losing its magical properties and falling apart. If the wielder is subject to a charm spell, however, the doll itself charmed in his place, and will seek to escape and creep towards its new master (moving at 60'(20')) and while being inconspicuous it has no combat or stealth like skills.
Living Doll: A realistic looking child doll that cries, talks, sleeps and walks, with real hair (that can be confirmed by touch), this frankly disturbing cursed item causes its owner (defined as someone picking it up who fails a saving throw vs. spells) to abandon all other tasks to take care of it, to do their best to please it, typically choosing to try to take it home, leaving an adventure at the first possible moment, and at home they will typically lock the doll in a large trunk to prevent anyone else taking it away from them. The living doll is sentient but barely animate, being able to communicate and walk slowly (15'(5')), and while appreciating protection it resents over-protection that inevitably ensues, and this is usually soon reflected in what is typically increasingly erratic behaviour of its host. While the owner of a living doll will never choose to leave it to head out on any adventure, being willing only to do as little as they must to maintain their own survival, they also do not age while they own a living doll.
A remove curse spell can break the link to a living doll, but if the doll is broken (it has an armour class of 6 and 5 hit points) the curse is not broken, and the owner will unremittingly try to kill the dolls breaker, the curse eventually being lifted by the act of revenge.
(with sincere apologies to Cliff Richard and the Shadows)