Not all elder things are mighty, unnatural gods from beyond reality. Some are small, parked in our backyard, pretending to be one of us.
The Dark One Assassin looks like anyone it wants, carefully retaining the forms of those around him, living among humans while pretending to be one, or walking among dwarves while wearing their skin. Once the Assassin is close enough to his target, he strikes, and then vanishes into the darkness as quickly as he can, sowing confusion among his enemies. Dark One Assassins are often seen among other monstrous races, acting as quiet emissaries for the will of the Elder Gods, where their suspicious nature something breeds treachery.
|ST: 10||HP: 10||Speed: 6.00|
|DX: 13||Will: 12||Move: 6|
|IQ: 12||Per: 17|
|HT: 10||FP: 10||SM: 0|
|Dodge: 9||Parry: 11||DR: 0|
Shortsword (16): 1d-2 impaling or 1d cutting. Reach C, 1.
Traits: Bloodlust (12); Elder Gift 2; High Manual Dexterity +2; Night Vision 4; Paranoia (12); Resistant to Metabolic Hazards +3; Sadism (12); Silence 2.
Special Powers: Mimic (Unholy).
Skills: Acting-14; Poison-12; Shortsword-16; Stealth-16.
Class: Elder Thing.
Combat Effectiveness Rating: 19 (OR 12 and PR 7).
Notes: A Dark One Assassin always approaches his prey silently, or disguised in some fashion. After striking, he'll retreat and use his stealth and his mimic to confuse the rest of the party. He especially enjoys doing this in a prison full of people, frustrating his pursuers until they start butchering innocent people. Willing to negotiate. Truly Evil.