TEXT: Thrro
  A Race of Cloth Golems Given Arcane Sentience.
  By Christopher Zito
  
  Conjuring A Friend
  Once upon a time in a far away kingdom, there lived a noble
  King, his beloved Queen and their lovely daughter the
  Princess. During the Princess's birthday they were sent a gift
  from the country's rival kingdom as a peace offering, but this
  was a sinister ruse. When the Princess opened the present a
  fowl darkness escaped from the box and enveloped the
  Queen reducing her to bone before her family's eyes.
  While the King prepared to retaliate against his enemies,
  he still feared for his daughter's sanity after the horrid sight
  she witnessed and thus commissioned the Mage's Guild to
  find a way to safeguard his daughter. Feeling pity for the girl
  and her father the Mage's began to set work to crafting a
  lovely doll to comfort the Princess, however one of the mages
  had an epiphany and asked if they may tinker with the doll to
  test a conjuration ritual. There may be a way to not only
  appease the King's request, but bring a smile to the Princess
  who desperately needed warmth in her life.
  The next day the Mage's Guild presented a gift to the King
  and the Princess, a lovely and silken box dressed in ribbons
  and decorated in arcane stars. When the box was opened, the
  Princess's eyes watered and a smile spread across her face,
  she embraced the mages gift for they gave her the greatest
  gift of all; her mother returned from the grave. The King's
  expression soured and demanded an explanation, and mages
  with the purest of intentions explained that the creature is
  her new bodyguard, a golem soft as cloth but strong as steel.
  A doll built to protect and serve the royal family in
  unwavering loyalty until death. The King frowned at the
  creature imposing as his beloved, but he dare not rip away his
  daughter's happiness. There was a war to be won...
  Too Old For Dolls
  The Thrro are constructs made entirely of cloth, through a
  ritual of conjuration magic placed deep within the body of the
  golem, it is given life and told its purpose for living. The
  golem will follow its purpose without question, but the race
  was not build without empathy, it's design was to bring
  comfort but also to act as a guardian for those who
  commissioned for such a creature. The mage's began
  constructing more of the golems altering their physical
  appearances and their attributes with the arcane components
  now dubbed "Conduit Cloth", a fabric that surges with arcane
  possibilities. As the Thrro were manufactured and altered,
  they slowly became the perfect applicants for testing magic
  and performing manual labor for the Mages Guild. Even the
  act of the construction of a Thrro was used as a way to
  discover arcane aptitude for initiates of the guild.
  As Thrro perform their appointed tasks they slowly absorb
  the world around them. They will form emotions, strengthen
  bonding ties with others, obtain a child like curiosity and even
  want and desire a future of their own. But even with their
  growing humanity they still follow and complete their task.
  Some Thrro who have completed their tasks will grow
  impatient and even become inert if not given a duty, their
  growing sense of humanity will spark them to form a life like
  the master's they serve. Thrro cannot reproduce as most
  other living beings, however they can create another Thrro
  body and with the joining of two Thrro's own conduit cloth
  within the new shell. This will give life to the shell and it will
  see the Thrro as their parents, creating a kinship and family
  but a Thrro must always have a task and see their duties
  completed with efficacy and loyalty.
  More Than Sentimental Value
  Conduit Cloth is drenched in arcane conjuration energies,
  the arcane Weave within the cloth keeping a Thrro's body
  sturdy, strong and resilient to most physical damage. Should
  a Thrro's insides be exposed to the elements the arcane
  energies within them would vanish and seep into the
  environment making them wild magical time bombs waiting
  to happen should their life forces be depleted. So long as a
  Thrro's conduit cloth remains within them and maintain their
  physical body's properly, they could effectively live forever.
  Any lost conduit cloth within their bodies would regenerate
  over time just as human hearts regain lost blood.
  Thrro are build with purpose and sometimes that purpose
  is to serve in wars, safeguard a person of interest, or to bring
  joy to the joyless. Without given purpose Thrro will venture
  off into the world to find their own. Often times this leads
  them to finding multiple masters in their lifetime, joining a
  cloister of a deity, or even serving a company of adventurers.
  Their physical bodies can be crafted to suit any given
  situation and the magic that keeps them alive makes them
  numb to pain and physical trauma, this makes them sought
  out by adventuring guilds to aid them in all sorts of quests. As
  long as there is a task that needs being performed a Thrro
  will offer its service for as long as it's body remains in tact.
  1
  
  Thrro Traits
  Your Thrro character will be have the following features.
  Ability Score Increase. Your Charisma score increases by
  2 and your Dexterity score increases by 1.
  Age. The first Thrro were said to be given life by a child
  wishing upon a star, but this is fairytale nonsense. The Thrro
  mature upon creature they are crafted as humanoid dolls and
  sprung to life with arcane magics casted by conjurers. As so
  long as they are kept in perfect physical condition could live
  up to 500 years.
  Alignment. Thrro alignment is molded around the one
  who has brought it to life or by it's surrounding's morality.
  Size. Thrro are crafted around 4'5 to 6'10, your Thrro is
  considered a Medium sized creature.
  Speed. Your base walking speed is 30 feet.
  Tool Proficiency. You have proficiency in Weaver's Tools.
  Cloth Body. You are vulnerable to Fire damage, but
  resistant to Bludgeoning damage. You take no fall damage,
  any Medium or Small sized ally that falls ontop of you that
  would have received fall damage does not.
  Soak. Your body absorbs water hindering your motor
  functions and weighing you down. Moving through any body
  of water is considered difficult terrain. Touching any body of
  water will absorb the liquid, while you are storing liquid your
  movement speed is reduced to half. You may spend an action
  wringing yourself out to regain your full movement. While
  storing liquid you are no longer vulnerable to fire damage.
  Natural Armor. Your AC is 13 + Dex when wearing no
  armor.
  Construct. Even though you were constructed, you are a
  living creature. You are immune to diseases. You do not need
  to eat or breathe, but you can ingest food and drink if you
  wish. Instead of sleeping, you enter an inactive state for 4
  hours each day. You do not dream in this state; you are fully
  aware of your surroundings and notice approaching enemies
  and other events as normal.
  Thrro Assembly. You gain various abilities based on your
  body's physical design and the arcane magic that makes up
  your form. Choose 2 features from the list of Thrro Assembly
  Features.
  Languages. Thrro can read, write and speak Common and
  any one language of your choice. (Often of those who made it)
  Thrro Assembly Features
  Your Thrro character gains two extra features of your choice
  from the following list of features.
  Be Brave. You gain the Light, Resistance and Mending
  Cantrips using Charisma for Spellcasting.
  Comforting. While taking a short rest you can grant any
  number of your hit die to any willing ally.
  Creepy. You have advantage on Intimidation checks. You
  may also cast Fear once per day using Charisma for
  spellcasting. You may cast Fear again after a short or long
  rest.
  Detatchable Arm. Once per day as an action, you can
  move your arm 30ft for 1 + half your level rounded down
  minutes. Your dethatched arm has the same stats as a
  Crawling Claw. Your arm can be reattached with the use of
  Weaver's Tools. You may use Detachable Arm again after a
  long rest.
  Fluff n' Stuff. You have a slit or pocket on your body that
  you can place small trinkets. Your body acts as a pouch that
  can hold up to 30lb of small items.
  Hug It Out. You have a limb or appendage that grants you
  a natural Constrict attack that deals 1d6 Bludgeoning + your
  Strength modifier. If you successfully hit a target with your
  constrict attack, the target is automatically grappled and
  restrained. You may only constrict one target at a time and
  your speed is reduce to 0 while constricting a target. You can
  Constrict an ally dealing no damage, however while
  constricted your ally gains your Dexterity modifier in AC.
  Your constricted ally is free to move out of your grapple on
  their turn.
  Imaginary Friend. Once per day you can establish a
  telepathic communication with any willing creature you can
  see within 60ft for 24 hours. You may use Imaginary Friend
  again after a long rest.
  In Character. Choose one humanoid race with the DM's
  permission, you have advantage to Deception checks made
  towards the chosen race.
  Light as a Feather. You have wing like appendages,
  granting you a 30ft flying speed. However on the end of your
  turn you will return to the ground if you end your movement
  within the air.
  Menacing Maw. You have a function set of gnashing teeth
  and a gullet that can imprison creatures within you. You have
  a natural 1d6 + Strength Bite attack. On a successful hit as a
  bonus action you can attempt to grapple the target. If you
  succeed you swallow the creature. The creature is grappled
  and restrained, any damage you receive you can transfer onto
  the swallowed target as a reaction. You can only swallow one
  Medium or Small sized creature at a time.
  2
  
  On the end of it's turn if the swallowed target does not escape
  from your grapple it suffocates. You can choose to allow air to
  pass through your mouth as a free action on the start of your
  turn.
  Playing Hazard. You have a hard plastic, stone, or bone
  protrusion sticking out of your body, you have a natural horn
  attack that deals 1d6 Piercing + Finesse.
  Possessed. Your movement is under the effects of Spider
  Climb.
  Pull String. You have a latch on your body with an
  extended string you can pull on. Once per day you can record
  one creature's verbal conversation word for word for up to
  one minute. While you have recorded one creature's
  conversation stored you can flawlessly mimic that creature's
  voice. You may store another creature's conversation and
  voice after a short or long rest.
  Seaming. You have advantage to Medical checks using
  Weaver's Tools.
  Security Blanket. Once per day if an ally 5ft from you
  takes damage, you can spend a reaction to take half of the
  damage from the attack. Cloth Body applies to the damage
  you absorb. You may use Security Blanket again after a short
  or long rest.
  Shiny Button. You have a detachable button that can be
  used as a shield.
  Squirmy. You have advantage on Acrobatics checks made
  to escape grapples or to escape bindings. You may move at
  full speed while squeezing through areas smaller than
  yourself.
  Static Shock. You gain the Shocking Grasp and
  Thunderclap Cantrips using Charisma for Spellcasting.
  Sterner Stuff. Once per day, for 1 + your level rounded
  down minutes, you do not suffer any damage from spells that
  you or your allies cast. You may use this feat again after a
  long rest.
  Stretch Arm. Your melee attacks now have 10ft Reach.
  Ventriloquist. You gain an extra language of your choosing,
  You can throw your voice 60ft, you can make a Deception
  check with advantage to throw your voice undetected.
  Warm Touch. On a successful grapple check, once per day
  you can use a bonus action you force the grappled target to
  make a Wisdom saving throw vs Charisma. On failure the
  target falls asleep for 1 + your level rounded down minutes.
  Does not work on Constructs or Undead. You can use Warm
  Touch again after a long rest.
  Weighted Cloth. You gain the Grappler feature. You count
  as a Large category size creature for the purposes of pushing,
  dragging, lifting and carrying capacity. You are capable of
  grappling Large category sized creatures.
  Constrict Variant Rule
  If you successfully hit a target with constriction
  you can choose to not deal damage but instead add
  disadvantage to an target's saving throw to break
  your grapple check on it's turn. You must claim you
  wish to use subdue damage before you use your
  Constrict feature to impose disadvantage on the
  constricted target.
  Additional Racial Features
  Additional Thrro Assembly
  (Prerequisite: Thrro Race)
  You may gain one additional Thrro Assembly Feature. You
  may take this feature two more times.
  Waterproof
  (Prerequisite: Thrro Race, Constitution 13 or Higher)
  Liquids are no longer considered difficult terrain while
  standing in or submerged for more than 1 + your
  Constitution modifier minutes. If you remain within water
  after the minutes are up or choose to absorb liquid, all the
  effects defined by the Soak feature occur as per usual.
  3
  
  Toy Maker
  (Prerequisite: Thrro Race, Intelligence 15 or Higher)
  With the use of a Weaver's kit and the proper amount of
  cloth usually 140-200lbs worth(Or the DM's choice of
  necessary components), you can create a new lifeless Thrro
  shell that has the same natural ability scores and features as
  your own at the time of it's creation. You are able to alter it's
  Thrro Assembly Features to any other two features of your
  choosing from the Thrro Assembly Features list.
  You must spend 24 uninterrupted hours crafting a new
  Thrro body from the materials required with the aid of a
  Weaver's kit, once completed you must imbue the the lifeless
  Thrro a portion of your conduit cloth forcing you to take half
  your HP in damage. Once the process if completed or you are
  interrupted, you suffer 3 points of exhaustion.
  Should you die at any time after the creation of the new
  body, your soul is instantly transferred to the newly created
  body with no statistical detriments. You may only create one
  lifeless body at a time.
  Animate Cloth
  (Prerequisite: Thrro Race, Charisma 15 or Higher)
  Once per day you can cast the Animate Object spell only on
  objects that are completely comprised of cloth using
  Charisma for Spellcasting. This feature does not allow you to
  take control over another living Thrro. You may use this
  feature again after a long rest.
  New Simple Melee Weapon
  Name Cost
  Damage
  Weight
  Properties
  Thrro
  Pillow
  2 gp
  1d6
  Bludgeoning
  5 lb.
  Light, Finesse, Thrown
  (Range 5/30)
  New Martial Ranged
  Weapons
  Name Cost Damage Weight
  Properties
  Dart
  Gun
  10
  gp
  3d4
  Piercing
  4 lb.
  Ammunition (Range 30/90),
  Loading, Special
  Pop
  Gun
  20
  gp
  2d8
  Force
  8 lb.
  Ammunition (Range 10/30),
  Loading, Two Handed, Special
  Thrro Pillow
  The Thrro Pillow is a small cloth cylinder stuffed with the
  harden arcane conduit cloth used to create Thrro's insides.
  Due to the conduit cloth inside them, the pillows are sturdier
  then they seem and can be used effectively as a club and a
  throwing weapon.
  Dart Gun
  The dart gun is a small, light weight firearm that can store up
  to 12 darts inside it's firing chamber. The Dart Gun is ideal
  for long range, rapid fire dart shots.
  Special. Firing this weapon uses 3 darts in one action,
  once all the darts are empied from the chamber the user
  must use an action to reload the Dart Gun.
  Pop Gun
  The pop gun is a two handed long barrel firearm that
  launches a cork imbued with Thrro conduit cloth,
  transforming the otherwise soft material into a harden bullet.
  What it lacks in range it makes up for in close quarters
  combat firepower often used as a means to quell small riots
  by Toy Guardsmen.
  Special. Your ammunition is a cork bullet on the end of a
  chain-link is always attached to the weapon, meaning you
  never run out of ammunition. You must spend an action to
  reload your Pop Gun after each shot fired.
  4
  
  New Racial Archetypes
  T
  he following Archetypes are made to be
  additional archetype options for the Fighter,
  Pugilist and Sorcerer classes tailored
  specifically for the Thrro race alone.
  Class
  Subclass
  Level
  Available
  Description
  Fighter
  Toy
  Soldier
  3rd
  A paragon racial varient of
  Thrro tasked with
  peacekeeping and combative
  duties.
  Pugilist Training
  Dummy
  3rd
  A Thrro designed to take a
  beating and throw back any
  punishment it takes.
  Sorcerer Voodoo
  Doll
  1st
  Imbuded with conduit cloth
  and living flesh, this corrupted
  Thrro's magic curses it's
  victims actions.
  Toy Soldier
  The first ever Thrro was created to be a gift to a noble king's
  daughter. Seeing the resilience of the golem in safeguarding
  his daughter from minor accidents about the castle walls, the
  King had requested the mages make more with the means to
  defend their kingdom. The mages took this request as a
  challenge, a chance to improve their creation's weaknesses to
  not only abide to a noble's request, but to also strengthen
  their defenses. In a year's time, the king was visited by an
  army of red garbed golems, musket in hand and purpose in
  mind. Fight not for conquest, but to protect their new found
  home.
  Firearm Proficiency
  You were created to be a peacekeeper and guardian. As a
  member of the Toy Guard the knowledge and responsibility
  of using a firearm has been entrusted to you. At 3rd level you
  gain proficiency with firearms, allowing you to add your
  proficiency bonus to attacks made with firearms.
  Waterproof
  Your creator has tasked you with a greater purpose, thus any
  glaring water based weakness your race normally would have
  has been addressed in your craftsmanship. At 3rd level,
  liquids are no longer considered difficult terrain while
  standing in or submerged for more than 1 + your
  Constitution modifier minutes. If you remain within water
  after the minutes are up or choose to absorb liquid, all the
  effects defined by the Soak feature occur as per usual.
  Additional Thrro Assembly
  Your belief in your purpose to ensure the will of the Toy
  Guard's task rises, this surge of devotion enhances your
  conduit cloth. At 3rd level you gain an additional Thrro
  Assembly feature.
  Stalwart March
  Your convition to the guard's duty has given you strong will to
  see your current task be done. At 7th level have advantage to
  saving throws that reduce your movement speed, you also
  gain 10ft of movement.
  Conduit Casing
  The arcane lifeforce that keeps you alive now flows through
  firearm you hold in your hands. Starting at 10th level all
  shots made with a firearm are considered magical for
  bypassing resistances.
  Made of Stronger Stuff
  After being apart of the Toy Guard for this long, your conduit
  cloth has hardened from all the physical truama of the job's
  hardships. Starting at 15th level you are no longer vulnerable
  to Fire damage and you are immune to Bludgeoning damage.
  Peacekeeper's Accuracy
  Starting at 18th level, your firearm attacks score critical on
  18-20. Once per day on a successful hit on a Medium or
  Small sized creature with your firearm, the target must make
  a Constitution vs 8 + your Dexterity modifier + proficiency
  saving throw. On failure the target is knocked prone. You can
  use this feature again after a short or long rest.
  5
  
  Training Dummy
  Though the Thrro were created as means to safeguard or
  experiment with magic, some of the common folk started to
  learn of these crafted golems. There was fear for a time,
  however some of the more competitive of the people devised
  of a use for the creatures, they came to the mages asking if
  they could create a "Dummy" to hone their physical strength
  upon. Tired of the constant demand for such things the
  mages gave the people what they desired, a Thrro capable of
  handling abuse, however accounts of the Thrro retaliating
  began to occur. The mages responded quickly to such events
  fearing the worst, but what baffled them was when the
  athletic victims assured them that this was acceptable design.
  Wait, what is the Pugilist?
  This archetype was created to be an extra class
  option with the Pugilist class created by Benjamin
  Huffman. The class allows a player to become a
  bare fisted strength based brawler, using a resource
  known as Moxie. Moxie keeps a Pugilist in the
  front line consantly in the enemies face and helps
  easily shrug off hits that most player classes would
  be winded by. If this sounds interesting I highly
  recommend picking up a copy and checking out
  more of Benjamin Huffman's work.
  I Can Take It
  At 3rd level you are gain proficiency in Athletics, if you have
  so already you may add double your proficiency bonus.
  Try Harder
  Also at 3rd level, when you receive damage from an attack a
  target you can reach with melee, as a reaction you can spend
  a Moxie point to roll your Hit Die + Your Fisticuffs die. The
  result of the roll absorbs the damage you would have
  received. If your results absorb all of the damage received, the
  target receives the unused amount in Bludgeoning damage.
  Try Again
  Starting at 6th level, you have afew reactionary abilities to
  discipline your target into learning how to better defend
  themselves. You can use any of these abilities any number of
  times during combat, but using them more than once per
  combat grants the target an Attack of Opportunity with an on
  you after you use your ability. You may spend a Moxie point to
  use repeat an ability without allowing the target to gain an
  Attack of Opportunity.
  Too Slow. When a target attempts to move away from you
  if you successfully hit with an opportunity attack you may add
  you Fisticuffs die in damage and also knock the target prone.
  Too Predictable. When a target uses the same melee
  attack as it has on it's previous turn, as a reaction you can
  make a melee attack against the target before uses it's attack
  roll.
  Too Weak. When a target's melee attack against you hits
  below your AC by 2 or more points, you can use a melee
  attack against the target as a reaction.
  Too Distracted. When a target attempts to attack another
  ally while within your melee range as a reaction you can
  make a melee attack against the target before it's attack roll.
  Pay Attention
  Starting at 11th level, any time a target fails to hit you with a
  melee attack or takes damage from the Try Harder feature,
  the target also takes your Fisticuffs die in damage.
  Pay Closer Attention
  Beginning at 17th level, any time a target fails to hit you with
  a melee attack or takes damage from the Try Harder feature,
  you regain 1 Moxie point.
  Voodoo Doll
  In the name of academic magic, some find the use of
  Necromancy a bit too unethical or even amoral, however
  some mages had devised a brilliant solution to this dilemma.
  Where is the harm in using willing flesh and tissue in a test
  subject that is not truly alive? If it was built for
  experimentation then surely level headed researchers in the
  name of progress would see this as a solution. The Thrro are
  made from conduit cloth this is certain, but with the
  introduction of flesh along with conjuration, a new breed of
  Thrro was born. The academics rejoiced, until the Thrro of
  such machinations discovered what pain was. It was not
  pleased, and it shared it's grief upon it's creators in more
  ways than verbal conserns.
  6
  
  Trace
  Starting at 1st level if you have an item that was touched by
  another living creature for the next 24 hours you mark the
  target and can pinpoint the exact location of the creature so
  long as they are with 120 feet of you. During this time you
  also have advantage to all attacks made against the marked
  target. After the 24 hours are finished you are no longer able
  to track down the creature with the item used during Trace.
  If you ingest the flesh, hair, skin, bones, or blood of a
  creature, you can trace the creature indefinitely, you may only
  ingest one sample of a creature's body at a time. Ingesting a
  bodily sample of new creature or if the creature dies will drop
  the mark on the creature. When the creature you mark and
  do not see dies, you gain the knowledge that the creature has
  perished, but not how it has died.
  The Gift of Pain
  Also at 1st level, your body's conduit cloth has become
  intertwined with the flesh inside you gaining a minor
  acclimation to the living's concept of pain. You are no longer
  vulnerable to fire damage.
  Evil Touch
  At 6th level as a bonus action you can expend a spell slot to
  apply Trace on a target you have successfully hit with a melee
  attack, received melee damage from, or upon touching a
  willing creature. Unwilling creatures must make a Wisdom vs
  8 + your Charisma Modifier + proficiency saving throw, on
  success they are no longer marked. The target may roll a
  Wisdom save again at the end of it's turn to break free of the
  mark.
  When an unwilling creature is marked you may ask the DM
  to reveal the creature's modifier of an ability score of your
  choosing, you may also pull a number from willing creature
  you can see within 60ft and ask them for their own modifier
  number for any ability score you choose. You may only have
  one target marked at a time, Once you have the number, you
  may do one of the following features:
  Unease. As a reaction, on the marked enemy's turn you
  apply the number received from the mark to their attack roll.
  If the number you received was positive it becomes negative
  for this feature.
  Mire. As a reaction, when you or an ally attempt to attack
  marked target, you add the number received to the target's
  AC. If the number you received was positive it becomes
  negative for this feature.
  Revenge. As a reaction, on the marked enemy's turn if they
  successfully hit you or an ally you can see within 60ft, the
  marked target takes half the damage revieved in Necrotic
  damage and you heal for the number recieved. If the number
  you received was negative it becomes positive for this feature.
  Equalize. As a reaction, if you receive damage from the
  marked target you may apply the total recieved + the number
  received in damage on the marked target. If the number you
  received was negative it becomes positive for this feature.
  Empower. As a reaction if you or an ally you see within
  60ft fail a saving throw you may reroll and apply the received
  number to the roll. If the number you received was negative it
  becomes positive for this feature.
  Evil Eye
  Starting at 14th level, you may expend a spell slot to mark a
  target you successfully hit with a ranged spell attack with
  Trace.
  Puppeteering
  Starting at 18th level, once per day you can spend an action
  to completely control a target you have marked with Trace.
  You may not command the target to inflict self harm or
  perform an action it is physically incapable of performing. At
  the end of the target's turn it must roll a Wisdom vs 8 + your
  Charisma Modifier + proficiency saving throw. On success it
  breaks free of your control but remains marked, on failure
  you gain control of it's actions on it's next turn.
  If you recieve damage, you can tranfer any amount of
  damage recieved to a target that is marked and under your
  control. Doing this will allow the target to reroll it's Wisdom
  saving throw. If the target rolls a critical failure while
  attempting to break free, it becomes Enthralled and is under
  your control for the next 6 hours before it it able to reroll it's
  saving throw. While the creature is Enthralled, you dealing
  damage to the target will not break the spell. You may use this
  feature again after a long rest.
  7
  
  Credits
  Art Credits: Order of Apperance
  Cover & Page 1
  Vongulli
  Page 2
  Caitlin Cox
  Page 3 & 8
  Kichi Art
  Page 3
  Stacey Lenaghan
  Page 4
  BrachyZoid
  Page 5
  Katestrife
  Page 6
  NutCase Art
  Page 7
  Obsolete Goat
  Everingot Almanac
  Patreon
  8
  
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  Tito Velasquez | Jordan Ranger | Saiyanfox10 | Stephanie Shinkle | OwlFluffs | Mohammed Alhamdan | ClockworkShrew |
  Geoffery Wolfe | edge foxs | Kevin Reynolds | Kalenidus | Boss Moogle | Gold_Dragon | Kyle Stewart | Seedsoman1 | Aaric Borst |
  Bronx Childers | alex d schriner | dawn533k3r | MrEpicDwarf | Andrew Leavens | Le Birb | The Casualest | TheThreadWeaver |
  Kade Dettman | Chilly Lich | rafael teran | luzzy | CrimsonChaos | Sky Smith | Giltone | DctrSwiss | Gemini Maxxim | Conner
  Wright | Sergio Reyes | Dakota Warcup | Reyes | Hyruke | Arthor Whitewood | pikafan003 | TwofacedShip | Matthew Maldonado |
  Cameron Downen | Gunmetal The Immortal |
  9
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Thrro - Race of Cloth Golems v1.6.pdf