No. Enc.: 1d6 (1d10)
Movement: 30' (10')
Fly: 120' (40')
Armor Class: 4
Hit Dice: 3d8 + 3
Attacks: 1 (touch)
Damage: 1d4 + see below
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.
Positioned at the edge of the first piazza after the market gate, The Lance And Board is a well-maintained stone gatehouse bought as the cit...
Metric: Pieces. Whether of eight, of mind or meeses depends on the game. DISCLAIMER: Review based on PDF copy provided by Open Design. ...
A play by Jose Zorilla performed in Spain on All Saint's Day for over 100 years, the story provides buckets of inspiration, be it the n...
Igneous Ink This ink is used for ritual purposes, igniting once it dries and burning with a faint orange smoky flame equal to candlelight. ...
Roll 1d10 for unlikely loot. Fingerbone skeleton key with jet inlaid handle . The key opens any non-magical lock on 1 in 6 (d6). If us...