TEXT:  
  
  2
  Credits
  Credits
  Author: Owen K.C. Stephens
  Editing: Rogue Genius Games
  Illustration: Grafik_Art
  Project Management and Planning: Lj Stephens
  Graphic Design and Layout: Lj Stephens
  Bon Vivant and Planning: Stan!
  Contents Copyright 2020 Rogue Genius Games
  For more information about
  Rogue Genius Games, follow us on Facebook:
  www.Facebook.com/RogueGeniusGames
  on Twitter: @Owen_Stephens
  All logos are the trademark of Rogue Genius Games, all rights reserved
  Product Code: RGG5220Feb07
  DESIGNATION OF PRODUCT IDENTITY:
  The Rogue Genius Games (RGG) company name 
  and logo; the “52-in-52” and “Mystic Knick Knacks” 
  names and logos; all artwork, backgrounds, and 
  logos; all trade dress, and graphic design elements.
  DECLARATION OF OPEN CONTENT:
  All game mechanics, proper names of classes, prestige 
  classes, archetypes, feats, skills, spells, magic items, 
  monsters, rituals, artifacts AND OR the names of 
  abilities presented within this book are Open Game 
  Content as described in Section 1(d) of the License.
   
  
  3
  S
  o, what the heck are mystic knick-knacks?
  They are magic, or nearly-magical, devices 
  that are fun and interesting... and that’s about it. 
  They aren’t game changers for anyone. Mystic 
  knick knacks don’t give you bonuses, change what 
  skills you can work with, replace any normal tool or 
  weapon, or generally impact the game mechanics of 
  the game in any significant way.
  These are the other items. The ones you buy at 
  the counter of the Adventure Mart (or wherever 
  you get your 10-foot poles and iron spikes) 
  because they’re sitting in a cup next to the leger 
  where the proprietor takes your coin and notes 
  down the sale. They’re more like party favors 
  than party treasure. A character may become 
  attached to what they let you do, but in the same 
  way a character gets attached to a particular 
  costume look or a catchphrase rather in the same 
  way a character gets attached to an effective 
  tactic or spell.
  These are the little useless items you are sure 
  must exist in a world of dwarven craftsmen and 
  spellcasters, but are rarely detailed anywhere.
  But sometimes, they are what a filthy halfling has 
  in its pocketses.
  A GM can use these minor, flavor-focused items 
  as bits of loot more interesting than tapestries or 
  hardwood goblets, in which case they may be rolled 
  up randomly as minor magic items. 
  MystiC KniCK KnaCKs
  MystiC KniCK KnaCKs
  Fauxzur’s Mediocre Pigments 
  Item 1
  Magical Transmutation
  Price 2 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  The colors fly of their own accord, sweeping across 
  the parchment in with swoops and sharp lines. 
  Slowly the form of a puppy appears. Or maybe a 
  baby deer. It could even be a small log...
  These magic pigments appear as a flat board with 
  numerous colored spots on it, which appear to be 
  various forms of artist pigment, including oil paints, 
  powders, charcoal, and other stains and coloring 
  mediums. They can be used with a brush, or can 
  form a brush themselves out of their own pigment. 
  The board never accidentally colors anything (even 
  if rubbed directly on to a blank surface), and never 
  runs out of pigment.
  Suspected of having originally been created as 
  the result of an arcane crafting accident, Fauxzur’s 
  Mediocre Pigments can automatically paint a scene 
  or image, or capture the description of a creature or 
  object, even from the user’s memory... but badly. 
  Scale is often off, images cartoonish, and details 
  wrong. The image is in color and creates its own 
  parchment to paint on if none is provided (which 
  always comes out to be 11 inches tall and 8.5 
  inches wide, for some unknown reason), but it so 
  inaccurate that it doesn’t usefully convey what the 
  scene or item illustrated looks like.
  It is possible to add art materials to a project you 
  instruct the pigments to undertake. Paints and other 
  color mediums can be added to the board, cloth or 
  other surfaces can be provided to paint on, brushes 
  and similar tools can be made available. If they are, 
  the pigment uses them appropriately to create an 
  image and the quality is slightly increased. It takes 
  3d6 minutes for the pigments to create a piece of art. 
  If no artistic materials are used, the end result is so 
  fragile it cannot withstand any effort to authenticate 
  it, making it impossible to sell. If artistic materials 
  are given to the pigments, the end result has a value 
  equal to the materials provided.
  RANDOM MYSTIC KNICK KNACKS 
  (ROLL 1D20)
  d20
  Name
  1-4
  Fauxzur’s Mediocre Pigments
  5-11
  Hook of Heraldry
  13-15
  Living Puppet Box
  16-18
  Pet Rock
  19-20
  Stractor
   
  
  4
  Mystic KnicK KnacKs
  Mystic KnicK KnacKs
  The pigments can also be instructed to paint an 
  image without being given any other guidance, 
  in which case they create one of a set number 
  of images known. Most pigments know about 
  twenty different images, none of which are 
  innovative or particularly interesting. A typical 
  set of images is listed below. When asked to paint 
  something without being given a description of 
  a life model, the pigments generate one of these 
  images at random.
  1. A squiggly blue line that might be a waterfall, 
  but with two eyes on one side of the bank.
  2. A table of gnolls playing poker.
  3. A dark knight above a crooked tower, with blurry 
  stars, all illustrated in curves and squiggles.
  4. A stylized sunset with simple m-shaped birds 
  flying in front of it.
  5. A grayscale beach, with a silhouetted couple 
  walking along it, holding hands.
  6. A devil grinning and giving a thumbs-up.
  7. A lake reflecting the moon.
  8. A forest scene, apparently full of happy little trees.
  9. A rainbow arcing between two fluffy clouds.
  10. A castle that looks like a skull with towers 
  that look like a spiked crown. But bad.
  11. A patchwork of bright squarish colors that 
  might be a village.
  12. A dark corner, with a dwarf slouched in it, 
  apparently depressed.
  13. A court jester crying.
  14. A bright red mammal heart in an otherwise 
  blank field of blue.
  15. A pile of skulls, all with at least one gold tooth.
  16. A giant eyeball staring directly at the viewer.
  17. A basket of sleeping owlbear cubs.
  18. A stuffed animal unicorn fighting a wooden 
  dragon toy.
  19. A plate of fruit on a table.
  20. A flaming floor harp.
   
  
  5
  Pathfinder 2e
  Pathfinder 2e
  Living Puppet Box  
  Item 1
  Magical Transmutation
  Price 2 gp 
  Usage held in 1 hand; Bulk L
  Activate � Interact
  The curtain on the side of a small wooden box parts, 
  revealing two puppets. One appears to be a white-
  faced jester, though it holds a tiny sign marked 
  “scorpion.” The other is clearly a wooden duck, but 
  holds a sign marked “frog.” The two wiggle back in 
  forth while facing one another, as if in debate.
  A living puppet box is roughly a one foot cube 
  of painted hardwood, with a curtain across one 
  otherwise open side, and a collection of 3-5 hand-
  puppets inside. When a story is being told, the 
  hand-puppets leap to live and play out the story (as 
  best as they are able—often a jester puppet must act 
  as the king and a horse puppet as a knight, though 
  each has a small sign it can carry which changes to 
  reveal the name of the character it is supposed to 
  be). They produce tiny props and costume changes 
  as needed, and can interact with one another and the 
  props in surprisingly complex ways. 
  However, the puppets are only able to move and 
  manipulate things within the box—as soon as they 
  are removed from it, they are lifeless and mundane. 
  Additionally they cannot interact with anything 
  placed into the box, and lack the force to remove 
  anything from the box (or pull anything in, or do 
  any damage to anything placed with the box). 
  The puppets can act out their own stories as well 
  independent of any storyteller, though soundlessly. 
  When asked to put on a show or tell a story they 
  break into a story determined at random—even 
  requesting a specific tale, the living puppet box 
  gives the viewers whatever is randomly next on 
  its playlist. Most living puppet boxes have about 
  20 stories in their repertoire, though sometimes a 
  specific story seems to show up over and over and 
  over. The following is a list of typical stories, each 
  ranging from 1-5 minutes in length 
  1. The scorpion and the frog
  2. The scorpion and the froghemoth (it has a very 
  different ending)
  3. The turtle and the hare
  4. The turtle-dragon and the hare (actually goes 
  about the same)
  5. The ladybug and the mite
  6. Why oak trees lose their leaves.
  Hook of Heraldry 
  Item 1
  Magical Transmutation
  Price 3 gp 
  Usage held in 1 hand; Bulk L
  Activate � Interact
  As the bone hook touches the pair of dirty, ratty, 
  brown leather boots, they shimmer and morph to 
  become dirty, ratty, black leather boots with gray 
  dagger symbols on front of each.
  The hook of heraldry appears to be a bone crochet 
  hook roughly 8 inches long and thicker than would be 
  expected. Once per day it can be touched to a single 
  item of apparel, armor, weapon, or equipment that is 
  not being worn or wielded by anyone, and change 
  that item to match a different coloring or style. If the 
  user has heraldry, symbols, or badges they use on 
  a regular basis, these can be added to the changed 
  item as well. However, an established badge, mark, 
  or heraldic device the hook wielder does not use in 
  their day-to-day life cannot be added.
  This change is instant, but has no impact on the 
  item’s apparent quality, damage, materials, function, 
  or value. The changes are even less than cosmetic, 
  they are purely design related. A battered bronze helm 
  can be made to have wing patterns, or be lacquered 
  blue, or have a horse emblem over the nose-guard, 
  but it remains clearly a battered bronze helm.
  The changes cannot grant any bonus or benefit the 
  clothes do not normally grant. They are incapable of 
  matching any pre-existing garment and symbols with 
  sufficient authenticity to aid in the creation of a disguise, 
  the coloration is not precise enough to assist with efforts 
  at camouflage, and the cut may well be of a similar style 
  as an uniform of specific outfit, but not close enough to 
  fool anyone into thinking it is exactly the same.
  What the hook can do is adjust items gathered in 
  different places and from different cultures, and give 
  them a matching, intentional appearance. If several 
  matching items are placed in a pile and the item 
  to be changed is placed on top of them, it creates 
  colors, symbols, and styles that go well with the pile, 
  even if it does not duplicate any specific existing 
  item. Rather than a hodgepodge of brown boots, 
  checkered pants, a striped shirt, chainmail with full 
  plate helmet and gauntlets from a different region 
  entirely, the hook can make an outfit all one color of 
  the user’s choice, with enough similarities in style, 
  design, motif, and theme that they appear to have 
  been created to visually harmonize with one another.
   
  
  6
  Mystic KnicK KnacKs
  Mystic KnicK KnacKs
  7. The green face and demilich skull: a parable 
  about not touching things.
  8. The boy who cried werewolf, then turned into 
  one and ate his home town
  9. The Two Identical Snowflakes, and their Sorrow
  10. How the Wasp escaped the Web
  11. The Axe in the Stone
  12. You can drag a dead horse to water, but then 
  no one should take a drink
  13. Incubus, Succubus, and Clyde
  14. Not My Wizard School, Not My Apprentices
  15. No, I Am Your Father, and I Made That Golem
  16. The ghost who was haunted by people, and 
  one loud cricket
  17. The Cat Came Back
  18. Why swords no longer sing
  19. The Brownie, the Fey Queen, Her King, His 
  Lover, and a Unicorn named Gus
  20. Child disobeys parents, dies a painful death.
  Pet Rock 
  Item 1 
  Magical Transmutation
  Price 5 sp 
  Usage held in 1 hand; Bulk L
  Activate � Interact
  A small rounded stone, perfect for skipping across 
  water, sits on a small handkerchief. Every few 
  seconds it hops a few inches in an apparently 
  random direction, and makes a short birdlike sound.
  A pet rock is literally a rock, often a smooth one that 
  conveniently fits in the palm of a human’s hand, 
  occasionally with eyes painted onto it, that acts a 
  little like a pet.
  Though a pet rock is not alive, nor even as self-
  sufficient and animate as a construct, its enchantments 
  give it a rough semblance of very simple life. It chirps 
  in a friendly manner when pet, snuggled, or kept warm, 
  squeaks in annoyance when cold or moved suddenly or 
  roughly, and can bounce around largely at random in a 
  1-square foot area from where it is put down.
  And that’s it.
  It cannot be sent anywhere, does not learn tricks, 
  doesn’t move according to any plan, or far, or with 
  any particular force. It’s about as useful and varied 
  as a wind-up spring-powered toy, it just doesn’t 
  happen to require springs or winding.
  Stractor  
  Item 2
  Consumable Magical Transmutation
  Price 2 gp 
  Usage held in 1 hand; Bulk L
  Activate � Interact
  “Ehhhhhhhh, ulg, glrblruuuulf, ah me ancestors, 
  luuuuughblorf... bad ale...”
  A stractor is a small lacquered box, between one 
  and two inches on a side, with a bit of cord wrapped 
  around it and stuck to it with wax. It’s a one-shot 
  magic item that creates a specific sound designed 
  to cover up minor nearby noises, and possible 
  draw attention from those that hear it. The cord is 
  peeled up and the box then falls open, and makes 
  its specific sound for one minute. The list of sounds 
  a stractor might be designed to make is listed 
  below. Each strator has an icon engraved into its 
  lid to indicate what noise it makes when opened (an 
  infant’s rattle for the crying baby sound, a stein for 
  the drunken dwarf retching, and so on). The sound 
  is as effective as minor illusion, with a successful 
  DC 13 Will save allowing a listener to determine 
  the sound is illusory.
  Once used, a stractor turns to valueless wood pulp.
  1. Baby crying
  2. Drunken dwarf retching
  3. Two cats fighting
  4. Dog incessantly barking
  5. Door hinge loudly and slowly creaking open
  6. Indistinct hushed, angry whispers
  7. Two people shouting “fire” (usually in common, 
  but versions exist in other languages)
  8. The clang of swordplay
  9. Thundering hooves
  10. Goat bleating
  11. Weird chanting (in no actual language)
  12. High-pitched giggling
  13. Loud banging on a wooden door
  14. A roaring bonfire
  15. Liquid loudly “glug”-ing out of a barrel or 
  similar container
  16. Laughter
  17. Sound of a hammer on an anvil
  18. Random murmurs of a crowd
  19. Tuneless whistling
  20. Applause
   
  
  7
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
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  procedures, processes and routines to the extent such content does not embody the Product 
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  Open Game Content by the Contributor, and means any work covered by this License, including 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Anger of Angels, © 2003, Sean K Reynolds.
  Book of Fiends, © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris 
  Pramas, Robert J. Schwalb.
  Monte Cook’s Arcana Unearthed, © 2003, Monte J. Cook.
  Path of the Magi, © 2002, Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason 
  Peck, Jeff Quick, and Sean K Reynolds.
  Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Class Guide, © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Inc.; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook, © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Intrigue, © 2016, Paizo Inc.; Authors: Jesse Benner, 
  John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, 
  Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob 
  McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, 
  Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Adventurer’s Guide © 2017, Paizo Inc.; Authors: Benjamin 
  Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini, 
  Jessica Price, David Schwartz, and Josh Vogt.
  Skreyn’s Register: The Bonds of Magic, © 2002, Sean K Reynolds.
  The Book of Experimental Might, © 2008, Monte J. Cook; All rights reserved.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris 
  Pramas, and Robert J. Schwalb.
  The Book of Hallowed Might, © 2002, Monte J. Cook.
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Angel, Monadic Deva from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Brownie from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Neville White.
  Dragon Horse from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Flumph from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian 
  McDowell and Douglas Naismith.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Giant, Wood from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
   
  
  8
  published and distributed by Frog God Games; Authors: Scott Greene, based on original material 
  by Wizards of the Coast.
  Hippocampus from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based 
  on original material by Gary Gygax.
  Huecuva from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Underworld Oracle.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Philip Masters.
  Kech from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author: Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Muckdweller from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Simon Tillbrook.
  Quickling from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Neville White.
  Skulk from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Simon 
  Muth.
  Spriggan from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based on original 
  material by Roger Moore and Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene and Patrick Lawinger.
  Age of Ashes Player’s Guide © 2019, Paizo Inc.; Authors: James Jacobs, with Amanda Hamon.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, 
  Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.
  Pathfinder Lost Omens Character Guide (Second Edition) © 2019, Paizo Inc.; Authors: 
  John Compton, Sasha Lindley Hall, Amanda Hamon, Mike Kimmel, Luis Loza, Ron Lundeen, 
  Matt Morris, Patchen Mortimer, Andrew Mullen, Mikhail Rekun, Micheal Sayre, Owen K.C. 
  Stephens, Isabelle Thorne, and Linda Zayas-Palmer.
  Pathfinder Adventure Path #148: Fires of the Haunted City © 2019, Paizo Inc.; Authors: 
  Linda Zayas-Palmer, with Owen K.C. Stephens, James L. Sutter, and Greg Vaughan.
  Mystic Knick Knacks, PF2 © 2020, Owen K.C. Stephens; Author: Owen K.C. Stephens. Project 
  Manager and Planning: Lj Stephens. Bon Vivant: Stan! 
   
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/Rogue Genius Games (RGG)/RGG - 52in52 - 07 Mystic Knick Knacks PF2.pdf