Peshwa Anarch (Fallen Saints)
Black Saints, Dark Ancestors, Calelrin's Fallen
| STATS (BECMI) | Anarch |
| Armor Class | 3 |
| Hit Dice | 7**(M) |
| Move | 120' (40') |
| Attacks | 2 daggers or 2 arrows |
| Damage | 1d10+ poison or 2d6+paralysis |
| No. Appearing | 1(1) |
| Save As | F7 |
| Morale | 12 |
| Treasure Type | E |
| Intelligence | 10 |
| Alignment | Chaotic |
| XP Value | 1250 |
Peshwa Anarchs are corrupted ancestors of the Peshwa horsemen culture of Blackmoor. Once mortal champions of evil, these creatures have been promoted by the evil patrons of their people into a demon like status. When they are sent to the Prime Material Plane, they will often contact some of their living descendants or other corrupted individual mortals that they will direct to accomplish their goals. Anarchs are often mounted on skeleton horses or Nightmares (See AC9).
In combat, Anarchs will often use their mounts to try to keep at a distance from foes and will fire their bows. They can shoot two arrows per round and may fire at no penalties while mounted. Targets hit by an arrow must save vs. Paralysis or be paralysed for 1d6 rounds. Elves are immune to this effect. In close combat, the Anarch will attack with its poisonous dagger doing 1d0 points of damage. Targets hit must save vs poison or die.
Anarchs may be Cleric Spellcasters and advance up to 7th level using the monstrous spellcaster rules.
Terrain: Planar, Ruins, Plains
Trivia: "Peshwa" Saints were introduced in the sourcebook Riders of Hak by Tad Kilgore and Dave Brainard for the d20 Dave Arneson's Blackmoor product line, but the book never really defined what these Saints were like. The above is my attempt to provide a game mechanical representation that can be brought into any game based on those ideas.
Illustration by IceWingsArt
Thanks to RobJN and the CBI Team for sparring with ideas and overall support.
-Havard
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