Monday 12 September 2011

myrk

No. Enc.: 1d6 (1d10)
Alignment: Chaotic
Movement: 30' (10')
Fly: 120' (40')
Armor Class: 4
Hit Dice: 3d8 + 3
Attacks: 1 (touch)
Damage: 1d4 + see below
Save: F3
Morale: 9
Hoard Class: XVII

Myrk are undead spirits of entropy and darkness.  They appear as nebulous shadows.  Their presence is preceded by a sudden gloom and hoar frost appearing on metal and glass.  When a myrk approaches, all light sources within 30' are halved in effective radius. Multiple myrk have a cumulative effect to a minimum of 1' radius light.  If a myrk touches a light source it is extinguished as long as it touches it. A myrk's touch does 1d4 cold damage.  Those slain by a myrk rise as a free-willed myrk in 3 days unless given a consecrated burial.  Silver or magical weapons are needed to harm them.  Like most undead, they are immune to sleep, charm, hold spells, poison and death ray effects.

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