The Hatter

St 10ThAC0 15
Dx 13Attacks 2/rd
Cn 7dam d3
Iq 16AC 0
Ws 10hp 15
Ch 14 

The Hatter is a tall, thin human with pale skin and blond hair. He is dressed in traditional English garb, wearing a tuxedo complete with carnation, white gloves, cane, and a tall top hat.

The Hatter's madness is that he poses riddles. These riddles are fairly easy-- for example, he might ask what walks on four legs in the morning, two legs in the afternoon, and three legs at night, or some other famous, easy riddle. No matter what the party answers, however, the Hatter will claim that they are wrong, and activate his carnation.

The carnation is a Carnation of Madness. When the Hatter wills it to activate, it sprays a cloud of magical gas. Those caught in the cloud must make a saving throw vs poison. If the save is unsuccessful, the person moves to the next stage of Pandemonium's madness table.

If the save is successful, a far lesser effect occurs; one magical item on the character develops a Quirk. The DM is encouraged to roll the Quirk randomly, but it certainly makes sense to discard any Quirk that doesn't make sense and reroll. If the affected character does not have any magical items, then one of their nonmagical items becomes magical; it's sole magical quality is the Quirk (this could be good or bad, depending on the roll).

The hatter will continue to pose riddles, even after he has detonated the carnation (which has one charge). If he is forced to fight, he will use his cane to defend himself.