Statistics
| Armour Class |
-3 (-8) |
| Movement |
150' |
| Hit Points |
346 |
| Number of Attacks |
2 |
| THAC0 |
-4 |
| Damage |
2d6 +5 (+14) |
| Special Attacks |
Berserker Rage |
| Special Defence |
Magic Shield |
| All Saving Throws |
2 |
| Magic Resistance |
46% |
| Size |
M (6' Tall) |
| Alignment |
Chaotic Neutral |
| Worshippers |
All warriors in the empire |
| Symbol |
Silver Hand holding a Long Sword |
| Home Plane |
Limbo |
| STR |
25 |
INT |
20 |
WIS |
17 |
| DEX |
23 |
CON |
24 |
CHA |
17 |
Other Abilities include the AD&D Spells:
Command, Comprehend Languages, Detect Alignment,
Gate, Geas, Quest, Teleport, True Seeing
All these are natural abilities and are not
subject to the magic rules of Guyendor. |
Clannu's Holy Symbol
Background
Clannu lives on the plane of Limbo in the Halls
of Merriment. These halls are at the risk of flying appart at all times,
and it only by the sheer will power of Clannu that they exist at all. The
only time he leaves these halls is to take a hand in a major battle. Warriors
rarely ask for his aid because of his unpredictable nature, he could just
as easily side with the enemy. Despite this he does try to keep a balance
between good and evil for Nerah.
Appearance
This God is depicted as a big armoured man, with
silvery skin and a right hand made of silver. Clannu's hair is wild and
jet black (as is his beard), and his chaotic nature gives him an angry
berserker look.
Combat
Clannu's silver hand gives him the strength of
a titan, and this he uses to wield Kongswyrd, a 6' broadsword which
is too heavy for any mortal to lift. On his left arm is Hwothamako,
a +5 shield. If Clannu fights for more than 5 rounds he loses control.
This lowers his THAC0 to -6 and doubles all damage, but he will attack
the nearest being whether friend or foe. Needless to say he has never lost
a battle, and other Gods rarely engage him and usually flee before the
5 minutes are up.
The only exception is Mafrym
who takes great delight in goading Clannu to his beserker fury then
disappearing! |