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Nothic Eye of Hyxia

Some wizards trod to find the secrets of Hyxia. Hunting after the old lore of Vix, the only living creature that knows its location. Esechiel, now spends its time as an nothic; a curse he got from the Hyxia crystal through vix, after the sealing of the crystal. Many other creatures have read the incoherent babbling of the remnant of Esechiel. This knowledge is now protected by the crystal itself, cursing any creature that wishes to use its secrets for selfish purposes.

Curse of the Crystal

The original Nothics were bings cursed by the god of secrets; they turned wretched and hunchbacked, slowly losing one of their eyes in search for more magical secrets. The curse of the Hyxia crystal sucks out all the magic the creature possessed, causing them to crave anything related to magic.

Magical Black Hole

Nothic eyes of Hyxia have also dubbed the magical black hole for their ability to drain casters of their magic. It will also target said casters if it senses it has recently cast a spell.

Nothic Eye of Hyxia

Medium aberration, chaotic evil

Armor Class 16 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., 30 ft climb

14 (+2)15 (+2)15 (+2)8 (-1)8 (-1)8 (-1)

Skills Arcana +1, Insight +1, Stealth +4
Condition Immunities Charmed, Frightened
Senses  truesight 120 ft. passive Perception 9
Languages All it could speak before the curse
Challenge 3 (700 XP)

Smell Magic. The nothic can sense the casting of a spell within a 3 mile radius. It can trace its magical signature to the one that cast it without having seen the casting of the spell.


Multiattack. The Nothic eye of Hyxia makes two attacks, one with its claw and one with its eye beam.

Claw. The Giant Artillery Beetle fires corrosive chemicals out of its body in a 20 foot cone. Each creature in the area must succeed on a DC 12 dexterity saving throw or take 10 (3d6) acid damage.

Antimagic Beam. The nothic targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or take 13 (3d8) necrotic damage and one of its lowest available spell slots is expended. If a spell slot is expended this way, the nothic heals for 1d6, +1d6 for each level of the slot above 1st.

Secret Keeper

Secret keepers search the universe for one particular piece of knowledge. This knowledge often is scribed in books, scripts or sometimes contained within magical items. Each secret keeper searches hastily for the secret it desires; a problem if it does not know what secret it needs to keep.

Lost Cause

Endlessly walks a weary corpse over the countryside. Many of these creatures’ bodies fall apart far before their secret is found; as such, most of their bodies are found in the presence of old tombs or other places of forgotten hystory.

Power of Will

Secret keepers were once archeologists, archivists, wizards and other searchers of secrets. All searching for secrets; Magic lost to the ages, horrifying historical locations or family hystory. Their quest for knowledge pure as seen from their eyes, but they met their demise too soon. Their souls twist in the thought of unfinished work, which drives the power of these creatures, and the dark and twisting life is linked to the secret it keeps.

Secret Keeper

Medium undead, lawful neutral

Armor Class 11 (natural armor)
Hit Points 33 (5d8 + 10)
Speed 20 ft.

14 (+2)9 (-1)15 (+2)9 (-2)16 (+3)8 (-1)

Skills Arcana +1
Senses darkvision 60 ft., passive Perception 12
Languages understand the ones it knew in life, can’t speak
Challenge 2 (450 XP)

Unbroken Secret. If any creature uncovers its secret when it is present, the Secret Keeper dies.

Still Keeper. The creature looks like a regular corpse clutching an item containing its secret.

Horrifying Scream. When the creature’s item is touched, it activates its Horrible Wail.


Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2). If the creature is incapacitated it takes another 3 (1d6) psychic damage.

Horrible Wail (Recharge 5/6). The Secret Keeper wails, forcing each creature within 30 feet of it with an intelligence of 5 or higher to make a DC 12 Wisdom saving throw. On a failed save, the creature takes 7 (2d6) psychic damage and the creature becomes incapacitated for 1 minute. The creature can repeat this saving throw at the end of each of its turns.

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