D&D 3e (3.0/3.5) Rules
Medium-size Humanoid (Lost Race)
The shadowpeople are a semi-mythical race of mammals that lives underground in small, self-contained communities. One of then oldest races of Krynn, they have been forgotten by the outside world.
Shadowpeople resemble thin, gangly apes, with a long, stretchable membrane that connects their arms to their flanks. Smooth fur of black or dark brown covers their bodies. They have hairy heads with small, flat noses, pointed ears, and sharp fangs—two of which protrude above the upper lip when their mouths are closed. Shadowpeople have green or amber eyes like those of a cat, and long claws on their hands and feet. Shadowpeople wear few clothes, except for long, dark hooded robes that conceal their appearance on rare trips to the surface.
The primitive language of the shadowpeople is a series of squeaks and growls, but they prefer to communicate telepathically.
Shadowpeople avoid contact with other races, but if they are attacked, the warriors of a shadowpeople clan quickly act in defense of noncombatants. They strike quickly and silently, and are good fighters in darkness.
Mindweave (Su): This ritual is the most important defense of the shadowpeople, and is performed prior to venturing into situations of potential danger. The mindweave ritual takes one hour to perform, and involves a circle of shadowpeople warriors linking hand sin a circle and chanting in union to tie their minds together. Characters of other races invited to participate in the mindweave may also receive the benefits of the ritual if they succeed in a Concentration check (DC 20).
For 1d4+4 hours after the ritual, all participants share a collective awareness that enables them to move, fight, and defend in perfect unison, receiving a +1 insight bonus to attack rolls and saving throws.
Blindsight (Ex): Shadowpeople can ascertain creatures with their keen hearing with a range of 30 feet.
Detect Thoughts (Sp): Shadowpeople can detect thoughts at will up to a range of 150 feet, as the spell cast by a 4th-level sorcerer (Will save DC 12).
Glide (Ex): A shadowperson's membrane allows it to glide through the air, travelling up to ten feet forward for every foot of height. The shadowperson has average maneuverability while gliding.
Sunlight Vulnerability (Ex): Shadowpeople are severely handicapped when exposed to the light of the sun. In overcast condition, they can take normal actions, but suffer a -2 circumstance penalty to all attack rolls and skill checks. In bright sunlight, this penalty increases to -4. Shadowpeople exposed to bright sunlight become temporarily blinded after 2d6 minutes of exposure; this blindness lasts for an equal number of hours after returning to the darkness.
Telepathy (Su): Shadowpeople can send and receive thoughts with any intelligent creatures within a 60-foot radius, although a common language is required. This telepathy is blocked in the same way as the detect thoughts spell.
Shadowstaff: This exotic staff topped with a wickedly curved hook can be used to both attack and restrain opponents. Once an opponent has been struck by a shadowstaff, it is caught on the hook and suffers a -2 penalty on all attack rolls, ability checks and skill checks. In addition, the opponent suffers an automatic 1d8 points of damage each round as long as the shadowperson continues to hold on to the shadowstaff, and must make a Concentration check (DC 10 + damage taken + spell level) to cast a spell. The opponent can take a full-round action to make an Escape Artist check (DC 10) in order to free himself.
Skills: Shadowpeople gain a +8 racial bonus to all Listen checks, and a +8 racial bonus to Escape Artist checks, due to their ability to contort their bodies and fit through almost any gap.
Shadowpeople have a close, clannish culture. Mated couples have up to four offspring at once, and the entire community cares for the young. When the young reach ten years of age, they are assigned to either the warrior class or the counselor class. These assignations are not arbitrary; they are made on the basis of the individual's aptitudes and interests. One of the councilors is elected to make final decisions in instances where the counselors are unable to reach consensus.
Shadowpeople typically dwell in a labyrinth of subterranean passages and natural caverns, protected by patrols of shadow warriors and traps designed to capture intruders for telepathic interrogation. Vents provide fresh air, extremely cold water, and access to pits or even lava streams for refuse. The deepest and most inaccessible cavern is reserved for the Revered Ancient One; no light can illuminate the supernatural darkness of this sacred cavern.
Almost all shadowpeople acquire the Adept or Warrior NPC classes (page 37 and 39 of the Dungeon Master's Guide). Multiclassing is unknown. Adepts (known as counselors) do not worship the gods of Krynn, but draw their powers from the Revered Ancient Ones, manifestations of the counselors' combined mental energies.
The Revered Ancient One
The Revered Ancient One is a manifestation of mental energies that appears when five or more shadow counselors perform the mindweave ritual. Members of other races can participate in the ritual, but they do not count towards this required number of participants.
The Revered Ancient One has no physical properties or skills, but possesses Intelligence, Wisdom, and Charisma scores of 25. At will, it can use the spell-like powers cure serious wounds, detect thoughts, legend lore, teleport without error (other creatures only) and wall of force.
The Revered Ancient One is always neutral good in alignment. It communicates telepathically in a soothing voice, distant and echoed.
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