FREQUENCY: Rare
NO. APPEARING: 2d20
ARMOR CLASS: 2 <(Dependent
on ESP)>
MOVE: 12"/18" <(Gliding,
not flying)>
HIT DICE: 3+1
% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d8
SPECIAL ATTACKS: See Below
SPECIAL DEFENSES: See Below
<(Cannot be surprised by any sentient creature)>
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral (good)
SIZE: M
<Is
the ESP of the shadowpeople psionic? As well, note that it is a variant
form of ESP>
LEVEL/X.P. VALUE: 85 + 4/hp
Shadow people suffer a -2
penalty to all to hit rolls under overcast skies.
The penalty is increased
to -4 in bright sunlight.
They can glide 10 times
the distance they launch themselves from.
Any character who is successfully
struck by the hook of a shadow warrior will suffer a -2 penalty on all
to hit rolls and sustains an additional 1d8 of damage every round until
one or the other combatants is dead or the fight ends.
The
shadowpeople are a race of mammals that has dwelled in Sanction since the
city was founded,
centuries before the
Cataclysm.
Their existence has always
been rumoured,
but never proven to the
satisfaction of scholars.
Shadowpeople
dwell almost exclusively underground and suffer greatly in the light of
the sun.
Under an overcast sky
(the usual weather conditions in Sanction),
they can operate but
do so in great pain.
This pain is even more
extreme when in direct sunlight.
The
shadowpeople's bodies are covered with dark,
smooth fur.
A long,
stretchable membrane
connects their arms to their flanks.
The membrane enables
the shadowpeople to glide through the air,
covering 10 feet of ground
for every foot they drop.
Under certain thermal
air conditions,
this allows them to soar
and gain height as they fly.
Shadowpeople
have a close,
clannish culture.
The young are cared for
by whatever adults happen to be nearby.
The adults are divided
into two classes:
warriors and councilors.
The warriors patrol the
race's underground tunnel network and defend the clan against intrusion.
The councilors meet regularly
to educate the young and make decisions about the survival of the race.
Shadowpeople
can communicate via a set of squeaks and growls that forms a primitive
language,
but they are much more
likely to use their advanced ESP abilities to
send and receive messages.
This ESP accounts for
the shadowpeople's low Armor Class;
In combat they are able
to anticipate the actions of their enemies and take measures to defend
against it. <grammar>
They cannot be surprised
by any sentient creature.
In
combat each shadow warrior employs a wickedly curved hook to both attack
and restrain opponents.
Once an enemy has been
impaled by the hook of a shadow warrior,
the enemy's attacks are
hampered and he continues to take damage from the hook.
by Douglas
Niles