Cat Anarchon
The figure is that of a humanoid cat, albeit one some twelve feet in height. Despite its size, it moves with tremendous grace and speed. It wields a large, three-flanged whip, and seems poised to pounce at any moment, though is body language gives no clue as to the direction or target. Its garb is a simple tunic of elegant make, cut tight to the body so as not to interfere with its movements..
Cat anarchons are agile, athletic, celestial beings who spend a great deal of time exploring, either on other planes, or on the various material worlds. They are intensely curious and activist beings, not willing to wait around to be summoned to battle evil. When summoned, they are generally wilful, even while obeying the terms of the summoner (if such obedience is part of the spell). They tend to have a free-wheeling interpretation of orders, generally clinging to the overall spirit but not necessarily to the letter.
When on the material plane, they will usually adopt the guise of a human or cat form, though they may take other forms if it suits them to do so. Their agility and athletic skill makes them excellent urban scouts and spies, and they often serve the cause of good by gathering information rather than by direct conflict.
They wield a special whip which has a spell-like ability, it Confuses enemies as per the Legend Core Rulebook’s entry on poisons and diseases.
Combat Notes
Cat anarchons enjoy a fight – but only if they're winning. They will flee as soon as it is obvious they are being overpowered, unless the cause is especially vital – they will never abandon innocents to evil or fail to hold some vital point to the end, but they will also not die for the sake of seeming "brave" or "honourable". In combat, they will use their agility (especially their teleport ability and acrobatics skill) to keep away from powerful melee opponents, using their extremely long reach with the whip to deal damage without being touched. When most of their foes are confused, the cat anarchon will pick them off one by one, at its leisure.
Agility: Cat anarchons are nimble and quick, they gain a bonus of +20% to their Athletics and Acrobatics skills.
Deafening Yowl: Once per day a cat anarchon can let loose with a deafening roar, this yowling noise terrifies lesser beasts and any creature within a 40m radius must make a Hard Persistence test or be so frightened of the creature they move their maximum movement away from it for 2D4 rounds. The affected creatures are also deafened for 3D6 rounds.
Confusing Whip: A target struck in melee by the weapon must make a Difficult Resilience test or be Confused as per the Legend Core Rulebook for 2D6 rounds.
Dice Average 1D20 Hit Location AP/HP
STR 4D6+4 18 1-3 Right Leg 3/7
CON 3D6+5 16 4-6 Left Leg 3/7
SIZ 3D6+6 17 7-9 Abdomen 3/8
INT 3D6+1 12 10-12 Chest 3/9
POW 4D6+4 18 13-15 Right Arm 3/6
DEX 4D6+7 21 16-18 Left Arm 3/6
CHA 3D6+9 20 19-20 Head 3/7
Combat Actions 3 Armour: Celestial cloth. No Armour Penalty.
Damage Modifier +1D4
Magic Points 18 Traits: Dark Sight
Movement 8m
Strike Rank +17 Common Skills: Athletics 69%, Brawn 57%, Evade 66%, Insight 60%, Lore (Celestial Beings) 97%, Perception 70%, Persistence 66%, Resilience 70%, Stealth 80%, Unarmed 73%,
Advanced Skills: Acrobatics 80%, Language (All) 90%, Lore (Celestial Magic), Pact (Celestial Powers) 89%, Track 88%
Spells: Blessing, Cure Disease/Poison, Dismiss Magic, Exorcism, Heal Body, Heal Mind, Heal Wound, Illusion
Combat Styles
Feline Grace (1-H Sword, 2-H Sword, Whip, Bite, Claw) 87%
Weapons
Type Range Size Reach Damage AP/HP
Bite -- M T 1D8+1D4 As for Head
Claw -- M M 1D6+1D4 As for Arm
Whip -- M VL 1D4+1D4 Entangle, Special 3/8