Dark Ones

Chris Van Deelen

No. Enc: 1
Alignment:  lawful
Movement: 120' (40')
AC: 5
HD: 12
Attacks: 2 hands, or by mutation
Damage: 1d6 or as per mutation
Save: l12
Morale: 10
Hoard Class: none

As legend has it, these creatures were initially encountered in the highly radioactive and toxic ruins of Moscow, Russia only a decade or so after the final war.  Supposedly the first encounters with the creatures were hostile and the pure humans and humans that were eking out an existence in the old metro stations attacked the creatures out of fear and desperation. According to the legend, the Dark Ones were not hostile. The humans they encountered were driven insane by their powerful psionic mutations.

Supposedly one pure human was contacted by these creatures when he was but a child. He developed immunity to the madness brought on by their powerful neural telepathy. All that is known is that somehow the Dark Ones and the humans eventually made peace, although the Dark Ones were nearly brought to the brink of extinction due to the fearful actions of the pure humans.

The mutant humans eventually managed to gain a foothold and thrived, working hand in hand with the surviving humans and pure humans beneath Moscow. As the years passed, the Dark Ones spread from the ruins of the great city to other parts of Europe.

Physically other than basic shape, these creatures do not hold much resemblance to humanity any longer. They do retain the basic body shape, although they tend to stand an average of seven feet in height and weigh in at around two hundred pounds. Males and Females are exceedingly hard to differentiate without close examination. The arms are about fifty percent longer than a normal human and possess only three fingers and an opposing thumb. The flesh of the mutant starts out as deep grey when they are young and eventually turns ebony black as the creature matures. They no longer possess a mouth and feed via the life-force of other creatures.

Despite their terrifying and intimidating appearance, these creatures are very peaceful and have no desire to harm others. They simply wish to co-exist peacefully with other races, sharing the knowledge they have gained over the centuries, while providing protection in the form of non-hostile mental attacks.

When encountered for the first time, characters must make a save versus death or be driven temporarily insane by their powerful neural telepathy. This insanity will cause the victim to panic and attack the nearest target, be it friend or a Dark One. This insanity will last for 3d6 rounds, at which point the victim will be allowed another save. If it succeeds, then the victim is allowed to react normally. If it fails, the victim suffers from the same condition for another 3d6 rounds. This will continue until the victim saves, is killed, or somehow incapacitated.

Unfortunately, the mutants do not have any control over this, and only after the victim manages to make its saving throw will they be able to communicate and interact. It has led to many