Shadowpeople

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