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<blockquote data-quote="Melatuis" data-source="post: 4804933" data-attributes="member: 17290"><p><strong>Sandman</strong></p><p>Frequency: Rare</p><p>No. Appearing: One</p><p>% in Lair: 100</p><p>Treasure Type: Nil</p><p>HTK: 33-45 (9D8), </p><p>AC: N/A</p><p>MV: 3" man form/9" dispersed</p><p>A T: 2, </p><p>DM: see following</p><p>THACO: N/A, </p><p>AL: Neutral</p><p>INT: Non-, </p><p>SZ: M</p><p>Spells: None</p><p>Specials: Sandblast (Sleep spell) and see following. </p><p>Magic Resistence: See following </p><p>Psionic Ability: Nil</p><p></p><p>A Sandman will appear if any person lingers for more than one turn in the Sandman's lair (usually a bedroom). The Sandman's only mode of attack is a projection of Sleep Dust (Sandblast) from both hands, each projection covering a 5' x 20' area. Such a Sandblast works as per a Sleep spell but affects Characters of all skill levels. Attacked Characters save vs. Spells (with modifiers as listed following) or fall asleep for 4D12 turns. A Sandman will not attack any sleeping (or recently slept) Character unless the Character has left the room and then returned again.</p><p></p><p>Any Character making his/her save attacks at -1 for 1D4 rounds. A Sandman will attack until all Characters present in its lair are asleep, have left the room, or until the Sandman is dispersed. A Sandman is not affected by any attacks except for Dispel Magic or Lightning-based spells, which disperse him effectively for 2D12 rounds, at which point he will reform and start the attack anew if Characters are still present.</p><p></p><p>Dispel Magic is the only method of awakening a successfully Sandman-attacked Character. A Character who successfully saves against a Sandblast attack adds one (+1) to the following modifiers (successful save modifiers are cumulative):</p><p></p><p>Saves vs. Sandblasts</p><p>Character State/ Sleep Modifier/ Definition</p><p>Rested/ -3/ Eight hours or more sleep; no exertion (i.e. recent waking)</p><p>Normal/ 0/ Regular amount of sleep; slight exertion (hiking, fighting 0-5 rounds</p><p>Fatigued/ +2/ Fighting 6-10 rounds and/or sustaining 0-15% HTK loss.</p><p>Exhausted/ +5/ 16+% sustained HTK loss, fought 11+ rounds</p><p>Note: Definitional terms are flexible at GM discretion.</p></blockquote><p></p>
[QUOTE="Melatuis, post: 4804933, member: 17290"] [B]Sandman[/B] Frequency: Rare No. Appearing: One % in Lair: 100 Treasure Type: Nil HTK: 33-45 (9D8), AC: N/A MV: 3" man form/9" dispersed A T: 2, DM: see following THACO: N/A, AL: Neutral INT: Non-, SZ: M Spells: None Specials: Sandblast (Sleep spell) and see following. Magic Resistence: See following Psionic Ability: Nil A Sandman will appear if any person lingers for more than one turn in the Sandman's lair (usually a bedroom). The Sandman's only mode of attack is a projection of Sleep Dust (Sandblast) from both hands, each projection covering a 5' x 20' area. Such a Sandblast works as per a Sleep spell but affects Characters of all skill levels. Attacked Characters save vs. Spells (with modifiers as listed following) or fall asleep for 4D12 turns. A Sandman will not attack any sleeping (or recently slept) Character unless the Character has left the room and then returned again. Any Character making his/her save attacks at -1 for 1D4 rounds. A Sandman will attack until all Characters present in its lair are asleep, have left the room, or until the Sandman is dispersed. A Sandman is not affected by any attacks except for Dispel Magic or Lightning-based spells, which disperse him effectively for 2D12 rounds, at which point he will reform and start the attack anew if Characters are still present. Dispel Magic is the only method of awakening a successfully Sandman-attacked Character. A Character who successfully saves against a Sandblast attack adds one (+1) to the following modifiers (successful save modifiers are cumulative): Saves vs. Sandblasts Character State/ Sleep Modifier/ Definition Rested/ -3/ Eight hours or more sleep; no exertion (i.e. recent waking) Normal/ 0/ Regular amount of sleep; slight exertion (hiking, fighting 0-5 rounds Fatigued/ +2/ Fighting 6-10 rounds and/or sustaining 0-15% HTK loss. Exhausted/ +5/ 16+% sustained HTK loss, fought 11+ rounds Note: Definitional terms are flexible at GM discretion. [/QUOTE]
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