Hammer Anarchon
The figure is that of a man, sixteen feet in height, built broadly and solidly. He wears a loose white tunic fastened with large clasps of black iron, and a band of the same material encircles his head. Held in one hand is a massive, two-headed hammer, and he moves it as if it were a part of his own flesh.
Hammer anarchons are boisterous celestial beings who seem to enjoy battling evil as much for the battle as for the fact evil is being defeated, something which sometimes causes tension with other forces for good on the outer planes. They gleefully hurl themselves into conflict on any plane, often venturing into realms of evil for no reason other than to "smash up some evil beings". If summoned for purposes other than conflict, they are not good at hiding their disappointment. In addition, they have a slightly hedonistic bent, and enjoy good food, drink and music much more than many of their staid counterparts. A hammer anarchon on a mission on the material plane, in humanoid guise, may be slightly side-tracked by a welcoming inn or town fair.
Hammer anarchons are often summoned for missions dealing with large numbers of smaller foes. A group of heroes may ask a hammer anarchon to clear a path for them through an encamped army or aid them in breaking out of a besieged fortress.
Combat Notes
Hammer anarchons rarely have much in the way of complex tactics. They are skilled at sizing up foes and knowing who to hit first, but such decisions are about the extent of their tactical thinking. They will use ranged attacks against foes they cannot easily hit, such as distant mages or flyers, but they prefer to get "up close and personal". They use their hammer's quake ability as often as they can, sending nearby foes tumbling, then follow up with lethal blows against the prone opponents. If badly wounded, they will indulge in a "tactical retreat", but doing so galls them, and they will always return later to "finish the job" if they can. Against non-evil and much weaker foes, they will temper their blows (taking a -10% penalty and trying to stun them, but against evil, they show no mercy.
Hammer Time: Hammer anarchons use a massive hammer. This huge metal weapon is made from black steel, wrapped in dark leather and it roils with chaotic and dangerous energies. It can be thrown with a Combat Action and returns to the thrower’s hand even if it hits or misses. The favourite use for this weapon is to unleash the power inside, using a Combat Action – it produces a devastating quake – see below. If the hammer anarchon is slain then the hammer becomes a mundane Great Hammer. If the hammer and anarchon are separated, he can call it back to his hand using a Combat Action, as long as it remains on the same plane as he is.
Quake: Every 1D4 rounds, the hammer anarchon can channel the energy inside his hammer by smashing it into the ground. This unleashes a short-range, but very powerful shockwave out to 30 meters. The wave vibrations last until the hammer anarchon’s next round Combat Action and all characters within this area of effect must make Difficult Athletics tests or fall over, becoming disorientated and struggling to stand. Any objects and structures in the area take 5D6 points of damage.
Dice Average 1D20 Hit Location AP/HP
STR 5D6+4 22 1-3 Right Leg 3/8
CON 4D6+4 18 4-6 Left Leg 3/8
SIZ 5D6+2 20 7-9 Abdomen 3/9
INT 2D6+3 10 10-12 Chest 3/10
POW 3D6+5 16 13-15 Right Arm 3/7
DEX 3D6+3 14 16-18 Left Arm 3/7
CHA 3D6+3 14 19-20 Head 3/8
Combat Actions 2 Armour: Celestial cloth. No Armour Penalty.
Damage Modifier +1D8
Magic Points 16 Traits: Anarchon Traits.
Movement 8m
Strike Rank +12 Common Skills: Brawn 90%, Evade 79%, Insight 30%, Lore (Celestial Beings) 73%, Perception 60%, Persistence 47%, Resilience 80%, Unarmed 67%
Advanced Skills: Language (All) 89%, Lore (Celestial Magic) 86%, Pact (Celestial Powers) 84%
Magic: Berserk, Channel Strength, Crash of Thunder, Disarm, Fear, True (Great Hammer)
Combat Styles
Quake Hammer (Great Hammer) 77%
Weapons
Type Range Size Reach Damage AP/HP
Great Hammer -- H L 1D10+3+1D8 Stun Location, Sunder 4/10