Snarling the raging humanoid turned. The ogre looked down at the dwarf that held the magical horn that had been on the monster’s belt. The dwarf returned the looked and raised an eyebrow.
Without hestiation the dwarf turned and ran for the window of the tower. A little slower in its reaction, the ogre followed nonetheless, howling in rage and frustration.
With a quick prayer the dwarf thief tapped the stone floor of the room high in the tower and dove out the window.
No wings appeared and the dwarf began to plummet. And panic. Then suddenly a monstrous dark shape with leathery wings appeared and caught the dwarf and tossed it on its back as the ogre swore many curses upon the dwarf.
Some scholars believe that a clan of chaotic dwarfs created this magical hammer while others believe it was a gift from an evil wizard to an orc shaman. Either way, it can be a very handy way to escape a sticky situation.
Benefit: In combat this one-handed hammer deals 1d6+2 damage on a successful hit. In addition, if the hammer is struck against a hard surface outdoors or near outdoors it will summon a gigantic bat. This creature will serve as a mount to a Medium-sized creature or smaller for up to two hours and while it will defend and attack the creature prefers to avoid combat is at all possible. The summoning ability is usable once per day.
Gigantic bat: AC 5 , HD 4 (16hp), Att 1 × bite (1d6), THAC0 17 [+2], MV 60’ (20’) / 220’ (80’) flying, SV D11 W12 P13 B14 S15 (2), ML 10, AL Neutral, XP 60, NA 1, TT None. Has Echolocation as other bats.
Usable by: Anyone who can wield a hammer.