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(de 2): Metodología científica en ciencias de la salud

In document DETALLE DEL PLAN DE ESTUDIOS (página 169-173)

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Tema 2 (de 2): Metodología científica en ciencias de la salud

Rage drakes populate various mountain ranges in the Unapproachable East, most notably the Giantspire Moun- tains in Narfell and the Dragonjaw Mountains in Thesk and Aglarond. Enslaved rage drakes also serve various Red Wizards of Thay. They have been encountered in large numbers as far south as the Toadsquat Mountains of the Eastern Shaar. Shiertalaran traders have also reported rage drakes in the Wyrmbones that prey on caravans approach- ing the city of Kormul as well as on boats heading up and down the Talar River.

Rage Drake Fiendish Rage Drake

Large Dragon Large Dragon

Hit Dice: 14d12+84 (175 hp) 21d12+147 plus 21 (304 hp)

Initiative: +7 +8

Speed: 60 ft. (12 squares) 60 ft. (12 squares)

Armor Class: 20 (–1 size, +3 Dex, +8 natural), 20 (–1 size, +3 Dex, +8 natural), touch 12, touch 12, fl at-footed 17 fl at-footed 17

Base Attack/Grapple: +14/+26 +20/+34

Attack: Claw +16 melee (1d8+13/19–20)* Claw +20 melee (1d8+18/19–20)* Full Attack: 2 claws +16 melee (1d8+13/19–20)* 2 claws +20 melee (1d8+18/19–20)* and

and bite +11 melee (2d6+9)* bite +15 melee (2d6+14)*

Space/Reach: 10 ft./5 ft. 10 ft./5 ft.

Special Attacks: Improved grab, pounce, rage, Improved grab, pounce, rage, rake,

rake, worry smite good, worry

Special Qualities: Blindsense 30 ft., darkvision 60 ft., Blindsense 30 ft., darkvision 60 ft., damage immunity to sleep and paralysis, reduction 10/magic, immunity to sleep, low-light vision and paralysis, low-light vision, resistance to

cold 10 and fi re 10, spell resistance 26

Saves: Fort +15, Ref +12, Will +10 Fort +19, Ref +16, Will +12

Abilities: Str 27, Dex 17, Con 23, Str 28, Dex 17, Con 24,

Int 4, Wis 12, Cha 10 Int 4, Wis 12, Cha 10

Skills: Hide +9, Jump +31, Listen +15, Hide +14, Jump +36, Listen +19, Move Silently +13, Spot +15 Move Silently +17, Spot +19

Feats: Improved Critical (claw), Improved Cleave, Improved Critical (claw), Improved Initiative, Improved Natural Attack Initiative, Improved Natural Attack (claw), (claw), Improved Natural Attack (bite), Improved Natural Attack (bite), Improved

Power Attack Toughness, Power Attack

Environment: Cold forests Cold forests

Organization: Solitary or pair Solitary or pair

Challenge Rating: 9 13

Treasure: None None

Alignment: Usually chaotic evil Usually chaotic evil

Advancement: 15–28 HD (Large); 29–42 HD (Huge) 22–28 HD (Large); 29–42 HD (Huge)

Level Adjustment: — —

*Includes adjustments for Power Attack feat.

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RAGEWALKER

Large Fey Hit Dice: 22d6+88 (165 hp) Initiative: +11 Speed: 50 ft. (10 squares)

Armor Class: 28 (–1 size, +7 Dex, +6 natural, +6 armor), touch 16, fl at-footed 21

Base Attack/Grapple: +11/+19

Attack: +5 spiked chain +22 melee (2d6+11) or claw +17 melee (1d6+4)

Full Attack: +5 spiked chain +22/+17/+12 melee (2d6+11) or 2 claws +17 melee (1d6+4)

Space/Reach: 10 ft./10 ft. (spiked chain up to 20 ft.) Special Attacks: Control living spells, induce blood frenzy,

spell-like abilities, weapon cloud

Special Qualities: Damage reduction 10/cold iron, fast healing 5, grafted armor, low-light vision, repel missiles, spell resistance 26

Saves: Fort +13, Ref +20, Will +15

Abilities: Str 19, Dex 25, Con 19, Int 10, Wis 14, Cha 24 Skills: Diplomacy +9, Hide +28, Jump +37, Listen +27, Move

Silently +32, Sense Motive +27, Spot +27

Feats: Combat Refl exes, Empower Spell-Like Ability (blade

barrier), Empower Spell-Like Ability (wall of fi re), Great Fortitude, Improved Initiative, Quicken Spell-Like Abil- ity (blade barrier), Quicken Spell-Like Ability (wall of fi re), Weapon Finesse

Environment: Temperate plains

Organization: Solitary or troupe (1 plus 1d3 living spells) Challenge Rating: 14

Treasure: Standard

Alignment: Always neutral evil Advancement: By character class Level Adjustment: —

This tall creature looks at once slender and deadly. Its generally humanoid body has thin legs and arms, and its features are concealed by tight-fitting metal armor. The creature’s move- ments are graceful and sure, yet they are sharp and angry at the same time. Swords, axes, and other bladed weapons spin around the creature in a tight cloud. These weapons look sharp and deadly, but none comes close enough to the creature that it risks striking itself.

Ragewalkers embody the natural forces of war and combat in the same way that a nymph embodies the beauty of nature or a dryad embodies the heart of its tree. These deadly fey emerge from a landscape torn and twisted by war, and they are nature’s response to the ravages of such battles. The ragewalker, also known as the war torn fey, exists to perpetuate combat, turning men and beast alike against one another. Insane by the standards of any but the uncaring forces of nature, ragewalkers seek the anni- hilation of all war through the annihilation of all who are capable of making war.

As spirits of a war-torn land, ragewalkers sometimes emerge from the sites of great battles. Ragewalkers seem somehow related to living spells or to their creation, and they have an innate ability to control and command such

creatures. A ragewalker is often encountered with one or more living spells bound to it as guardians, although such relationships seem to be based more on instinct than on reason.

Ragewalkers have light gray skin, a generally humanoid build, and fair, elfl ike features. Few ever see their faces, dis- torted by bloodlust, since they are covered from head to foot in tight-fi tting metal armor. The most unusual feature of a ragewalker is the cloud of weapons that spins around it in a tight orbit. Any who come close to the creature risk injury from these fl ying weapons. A ragewalker stands 15 feet tall and weighs 500 pounds.

Ragewalkers speak Common, Abyssal, Infernal, and Sylvan.

COMBAT

Ragewalkers embody ferocious combat, yet they prefer to bring about such confl ict in others rather than directly engage in melee. A ragewalker uses its powerful super- natural abilities to turn its foes against one another. It then uses its spell-like abilities to divide the battlefi eld to its liking, isolating small groups of foes and then moving in to destroy them.

Control Living Spells (Su): A ragewalker rebukes and commands living spells in the same way that evil clerics rebuke and control undead. A ragewalker can use this abil- ity a number of times per day equal to 3 + its Charisma bonus (ten times per day for a typical ragewalker). A ragewalker rebukes and commands living spells as a cleric with a level equal to one-half its Hit Dice.

Grafted Armor (Ex): A ragewalker wears armor it has scavenged from countless battlefields. This armor provides signifi cant protection in combat, but it imposes no maximum Dexterity bonus, no armor check penalty, no movement penalty, and no arcane spell failure chance. Other creatures, even other ragewalkers, cannot wear a ragewalker’s armor.

Induce Blood Frenzy (Su): Any creature coming within 10 feet of a ragewalker must make a DC 28 Will save or fl y into a mindless killing frenzy. Any creature that fails its saving throw gains a +2 bonus to Strength and takes a –2 penalty to AC. Affected creatures become unable to distinguish friend from foe and must make a melee attack against the nearest creature each round (using a full attack if possible, or charging if appropriate). An affected creature is incoherent and cannot talk, cast spells, or otherwise communicate for the duration of the effect. It remains in a frenzy for a number of rounds equal to 10 minus its Wisdom bonus (minimum 1 round), even if the ragewalker is dead or no longer present.

This is a mind-affecting ability. The save DC is Charisma- based.

Repel Missiles (Su): Any time a thrown or projectile weapon is used against a ragewalker, the weapon instead turns and could strike the wielder. The attacker com- pares his attack roll against his own Armor Class, figur- ing the attack’s success and damage as if he had attacked himself.

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Ragewalker

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Ranged weapons with epic enhancement bonuses are not affected by this ability.

Spell-Like Abilities: 3/day—blade barrier (DC 23), bull’s strength, greater magic weapon, wall of fi re. Caster level 20th. Note that the feats Quicken Spell-Like Ability and Empower Spell-Like Ability affect all of the ragewalker’s daily uses of blade barrier and wall of fi re.

Weapon Cloud (Su): Ragewalkers are surrounded at all times by a cloud of fl ying, whirling weapons. This cloud deals 2d6 points of slashing damage each round to any crea- ture adjacent to the ragewalker. Damage reduction applies to this damage.

TACTICS

ROUND-BY-ROUND

A ragewalker is most effective when it can induce a blood frenzy in its foes, turning them against one another. The ragewalker must close to within 10 feet of its foes at the beginning of combat to in- duce a blood frenzy in them. Once those foes have turned on each other, the ragewalk- er carefully divides the battlefield with blade bar- riers and walls of fire. When its spell-like and supernatu- ral abilities have done their work, it can close with its foes one at a time and rip them apart, enhancing its combat ability with bull’s strength when possible. Prior to Combat: Scout the area to pick ideal spots to divide foes into smaller groups with blade barrier and wall of fire. Just before the fight, cast bull’s strength (adding +3 to spiked chain damage rolls

and +2 to Jump checks). A ragewalker always has greater magic weapon active (included in statistics above).

Round 1: Move near the foes most likely to have poor Will saves (heavily armored warrior-types), forcing them to deal with the ragewalker’s ability to induce a blood

frenzy. Use a quickened and empowered wall of fi re to split a group of foes into smaller groups. Try to divide them in such a way that some of those who have succumbed to the blood frenzy are in each of the newly formed smaller groups. Use a second move action to back away from the conf lict.

Round 2: Repeat round 1’s tactic.

Round 3: If some foes have not yet been exposed to the blood frenzy, move near them and repeat round 1’s tactic. If all foes have been exposed, use either blade barrier or wall of fi re (quickened and empowered in either case) to isolate one unaffected foe and move so that the unaffected foe is

attacked by the weapon cloud.

Round 4: If foes are unable to attack as a group, pick them off one at a time with melee attacks. If they are still able

to mount a coordinated attack, use quickened and empowered blade barriers and walls of fire to cover

a retreat.

RAGEWALKERS

In document DETALLE DEL PLAN DE ESTUDIOS (página 169-173)