games-pc dark sun-shattered lands 사용자 설명서

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Appearance: The magera are a tribal race 
that typically live in caves. They frequently
raid caravans and poorly defended villages.
Those with higher intelligence have been
known to master defiler magic, up to fifth
level. Those with the greatest psionic ability
often become leaders.
Combat: Magera attack with their fists
doing 1d8+8 points of damage.
Habitat/Society: Magera tribes are found
anywhere from caverns to mountaintops.
The tribes have 10-20 males, 12-18 females,
and 2-8 children. The tribe leader is usually
a defiler of up to 5th level. Magera live 
by raiding and scavenging, and eat just
about anything.
Ecology: The magera plague mankind,
lusting for gold, gems, and jewelry as well 
as human flesh. They are evil-natured
creatures that join other monsters to prey 
on the weak.
Appearance: Greater shadows are more
powerful versions of shadows. Greater
shadows are undetectable in all but the
brightest of surroundings, as they appear to 
be nothing more than shadows. In bright 
light they can be clearly seen.
Combat: The greater shadow is primarily
from the Negative Material Plane. This gives
it the ability to drain the life force from its
victim. The chilling touch of a greater
shadow inflicts 2d6 points of damage and
drains 1 strength point from its victim. The
greater shadow is immune to sleep, charm, and
hold spells, and it is unaffected by cold-based
attacks. They can be turned by clerics.
Habitat/Society: Greater shadows travel 
in loosely organized packs that freely 
roam ancient ruins, caverns, graveyards, 
and dungeons.
Ecology: Greater shadows were once
powerful humanoids exposed to the
Negative Material Plane. It has been
rumored that greater shadows are really
muls who have been cursed by the touch 
of a shadow.
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GREATER 
SHADOW
C
LIMATE
/T
ERRAIN
:
Any ruins or subterranean 
chambers
F
REQUENCY
:
Very rare
O
RGANIZATION
:
Solitary
A
CTIVITY
C
YCLE
:
Night or darkness
D
IET
:
Living creatures
I
NTELLIGENCE
:
Average (10-12)
T
REASURE
:
F
A
LIGNMENT
:
Chaotic evil
N
O
. A
PPEARING
:
1-2
A
RMOR
C
LASS
:
4
M
OVEMENT
:
18
H
IT
D
ICE
:
6
THACØ:
15
N
O
OF
A
TTACKS
:
2
D
AMAGE
/A
TTACK
:
2-12 (touch)+Special
S
PECIAL
A
TTACKS
:
Strength drain
S
PECIAL
D
EFENSES
:
+1 or better weapon to hit
M
AGIC
R
ESISTANCE
:
Nil
S
IZE
:
M (6’ tall)
M
ORALE
:
Elite (13)
XP V
ALUE
:
1,400
P
SIONICS
:
Nil
MAGERA
C
LIMATE
/T
ERRAIN
:
Table Lands, Mountains,
Subterranean
F
REQUENCY
:
Uncommon
O
RGANIZATION
:
Tribe
A
CTIVITY
C
YCLE
:
Any
D
IET
:
Omnivore
I
NTELLIGENCE
:
Low to very (5-11)
T
REASURE
:
R, S
A
LIGNMENT
:
Lawful neutral or lawful evil
N
O
. A
PPEARING
:
5-30
A
RMOR
C
LASS
:
6
M
OVEMENT
:
15
H
IT
D
ICE
:
6
THACØ:
15
N
O
OF
A
TTACKS
:
2
D
AMAGE
/A
TTACK
:
1-8 (fist) or by weapon
S
PECIAL
A
TTACKS
:
+8 to damage
S
PECIAL
D
EFENSES
:
Nil
M
AGIC
R
ESISTANCE
:
Nil
S
IZE
:
L (6’-10’ tall)
M
ORALE
:
Average (10)
XP V
ALUE
:
Warrior: 270, Mage: 650
Psionicist — add 2,000
P
SIONICS
:
10%