Runarcana

Nyxis

Nyxis are malevolent and pernicious creatures, of extreme malice, that feed on the suffering of others and the terror caused to their victims. They possess an extremely dangerous trait: the ability to multiply rapidly and with potentially catastrophic results. Some seem able to manipulate shadows to create weapons, shields, and, in some cases, even other Umbrinata.

Nyxie

“By mind or by body, I fear these nightmares will destroy

all and everyone, and madness shall reign eternal”

- Notes of Jens Tommen, historian

These creatures are mischievous and, when not under another creature’s command, roam in packs to terrorize a single creature, cornering it so the terror caused surpasses anything that creature has ever felt before. When a terrorized creature reaches its limit, the Nyxis kill it and devour the fear they created, and once they’ve accumulated enough power from that fear, they multiply.

Nyxis can’t be killed, only dispelled. When they reach 0 hit points they dissolve into a shadow that sinks into the ground and vanishes, returning to the Realm of Shadows.

Rewards

Each Nyxie has a limited number of resources it can grant when defeated. These resources disappear 1 minute after the creature’s death if not collected.

Shadow Weave. Each Nyxie can grant 25 grams multiplied by 1d6 of Shadow Weave. A DC 11 Prestidigitation check is required to remove it without damaging it.

Claws. Each Nyxie has 8 claws. A DC 15 Prestidigitation check is required to remove them without damaging them.

Item Crafting

Shadow Dagger. You can craft a dagger from 1 Nyxie claw. To craft this dagger, you must succeed on a DC 13 check with blacksmith’s tools or potter’s tools; on a success, you create a dagger that deals 1 additional point of Shadow damage. On a failure, the claw is ruined.

Archnyx

Archnyx are malicious and cruel. They enjoy watching suffering and are adept at any form of torture that can produce screams and despair. They usually carry weapons scavenged from fallen adventurers and wield them quite skillfully.

An Archnyx is usually accompanied by at least 4 Nyxies, and even those that aren’t nearby may still be under its command.

In combat, they’re extremely opportunistic, seizing any chance to cause pain and swiftly finish off dangerous threats.

When cornered, they tend to laugh in a sickly way and split into more copies of themselves, trying to gain a numerical advantage.

Rewards

Each Archnyx has a limited number of resources it can grant when defeated. These resources disappear 1 minute after the creature’s death if not collected.

Shadow Weave. Each Archnyx can grant 50 grams multiplied by 1d6 of Shadow Weave. A DC 13 Prestidigitation check is required to remove it without damaging it.

Claws. Each Archnyx has 8 claws. A DC 15 Prestidigitation check is required to remove them without damaging them.

Item Crafting

Shadow Dagger. You can craft a dagger from 1 Archnyx claw. To craft this dagger, you must succeed on a DC 13 check with blacksmith’s tools or potter’s tools; on a success, you create a dagger that deals 1d4 additional Shadow damage. On a failure, the claw is ruined.

Tyranyx

At first glance, Tyranyx are strange and not especially frightening creatures, although they’re large and potentially dangerous. However, once they find a threat or receive an order to attack, they open their mouths to reveal enormous sharp teeth, letting out sickly roars.

While they don’t seem threatening before entering a combat formation, once attacking they’re able to instill fear in the hearts of those who witness their insane fury.

Rewards

Each Tyranyx has a limited number of resources it can grant when defeated. These resources disappear 1 minute after the creature’s death if not collected.

Shadow Weave. Each Tyranyx can grant 75 grams multiplied by 1d6 of Shadow Weave. A DC 15 Prestidigitation check is required to remove it without damaging it.

Claws. Each Tyranyx has 8 claws. A DC 16 Prestidigitation check is required to remove them without damaging them.

Item Crafting

Shadow Dagger. You can craft a dagger from 1 Archnyx claw. To craft this dagger, you must succeed on a DC 13 check with blacksmith’s tools or potter’s tools; on a success, you create a dagger that deals 1d6 additional Shadow damage. On a failure, the claw is ruined.

Nyxis Stat Blocks

Below are the stat blocks for the Nyxie, Archnyx, and Tyranyx.

Nyxie

Nyxie (Evershade Stalker by Sixmorevodka)
Nyxie (Evershade Stalker by Sixmorevodka)
Nyxie Fiend (Umbrinata) Small, Chaotic Evil
Armor Class: 13 (natural armor) Hit Points: 24 (8d6) Speed: 30 feet
STR 8 (-1)DEX 13 (+1)CON 10 (0)INT 10 (0)WIS 8 (-1)CHA 9 (-1)
Skills: Stealth +3 Damage Resistance: necrotic, radiant, and shadow Condition Immunity: Frightened, Charmed Senses: Passive Perception 9, Darkvision 60 feet Region: Realm of Shadows Languages: Shadow Challenge Rating: ¼ (50 XP)
Nimble Escape. The Nyxie can take the Disengage or Hide action as a bonus action on each of its turns. Shadow Split (Recharge 5-6). Using a bonus action, the Nyxie can split, creating a new Nyxie with half its current hit points.
Actions
Claws. Melee Weapon Attack: +3 to hit, 5 ft. reach, one target. Hit: 4 (1d6 + 1) Slashing damage. Shadow Dart. Ranged Weapon Attack: +3 to hit, range 80/250 ft., one target. Hit: 4 (1d6 + 1) Shadow damage.
Runes
Runic Pulse Night Hunter

Archnyx

Archnyx Fiend (Umbrinata) Medium, Lawful Evil
Armor Class: 18 (natural armor) Hit Points: 45 (9d8 + 9) Speed: 30 feet
STR 13 (+1)DEX 12 (+1)CON 12 (+1)INT 10 (0)WIS 10 (0)CHA 9 (-1)
Skills: Stealth +3 Damage Resistance: necrotic, radiant, and shadow Condition Immunity: Frightened, Charmed Senses: Passive Perception 10, Darkvision 60 feet Region: Realm of Shadows Languages: Shadow Challenge Rating: ½ (100 XP)
Shadow Split (Recharge 5-6). Using a bonus action, the Archnyx can split, creating a new Archnyx with half its hit points. Martial Advantage. Once per turn, the Archnyx can deal 6 (2d6) additional damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally that isn't Incapacitated.
Actions
Claws. Melee Natural Weapon Attack: +3 to hit, 5 ft. reach, one target. Hit: 6 (1d10 + 1) Slashing damage.
Runes
Runic Pulse Night Hunter

Tyranyx

Tyranyx Fiend (Umbrinata) Medium, Chaotic Evil
Armor Class: 16 (natural armor) Hit Points: 70 (14d8 + 14) Speed: 30 feet
STR 15 (+2)DEX 14 (+2)CON 13 (+1)INT 8 (-1)WIS 11 (0)CHA 9 (-1)
Skills: Stealth +6, Survival +2 Damage Resistance: necrotic, radiant, and shadow Condition Immunity: Frightened, Charmed Senses: Passive Perception 10, Darkvision 60 feet Region: Realm of Shadows Languages: Shadow Challenge Rating: 1 (200 XP)
Surprise Attack. If the Tyranyx surprises a creature and hits it with an attack during the first round of combat, the target takes 6 (2d6) additional damage. Shadow Split (Recharge 5-6). Using a bonus action, the Tyranyx can split, creating a new Tyranyx with half its hit points. Martial Advantage. Once per turn, the Tyranyx can deal 6 (2d6) additional damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally that isn't Incapacitated. Umbral Sight. Magical darkness doesn't affect the Tyranyx's darkvision.
Actions
Claws. Melee Natural Weapon Attack: +4 to hit, 5 ft. reach, one target. Hit: 6 (1d12 + 4) Slashing damage.
Runes
Runic Pulse Night Hunter Runic Spark. Visceral Bite