Monsters, Horror, Gaming

Month: September 2025

The Earwight

The sinister little insects known as earwights are thought to have once been earwigs who fed on the decaying flesh of revenants or other matter suffused with necromantic energy. Now much prized by assassins and occasionally by adventurers, earwights have developed the unique ability to burrow into the brain matter of a corpse and secrete a series of alchemical substances that reanimate the cadaver, transforming it into their putrescent puppet. They can perform similar operations on the brains of reanimants, including the zombies increasingly essential to Hex’s burgeoning industrial economy, seizing control of the undead being’s brain from whatever necromancer reanimated them. Earwights slowly consume the brains of their hosts, laying their eggs in their skulls. Although wild earwights generally direct their hosts to mindlessly kill and consume flesh, to find hosts for their future young, earwights in captivity can also be trained. By feeding the earwight strips of vellum inscribed with instructions written in Deadspeech, the earwight absorbs the instructions and then somehow transmits them into the brains of its host, infusing its alchemical secretions with the directives of its owner.

Earwight: 1d8 HD (6 Hit Points), Bite (Dex, +1a/1d3 piercing) or Pincers (+1a/Dex, 1d3 piercing), Speed 20 feet or climb 20 feet or fly 20 feet, Morale 0, Small, Str 4, Dex 16, Con 6, Int 5, Wis 8, Cha 4

  • Brainburrow: An earwight that critically hits an enemy with a head with its Bite attack can burrow into its brain through an ear or nostril, dealing Bite damage automatically as an automatic critical hit with each subsequent action. While inside a brain, the earwight can no longer be targeted directly. To target the earwig, the host must first be killed or the parasite removed with a Dexterity test opposed by the earwight’s Dexterity save, or by magic. An earwight can abandon a host as an action.
  • Puppeteer: An earwight inside the brain of an inert corpse can use an action to reanimate the corpse, as per Reanimate Cadaver, directing the corpse as it wishes. If instead inside a corporeal undead creature, it can make a Dexterity test opposed by the target’s Charisma save to seize control of them, repeating this test each round to maintain control. A host later reduced to 0 Hit Points ceases to function for the earwight and cannot be reanimated a second time.

I’m going to be posting monsters like this once a week, both here and as free posts via my new Patreon. Over time these will be compiled into a Hex Bestiary. The rules used are for The Hex Hack, accessible for paid Patrons, though easily adaptable for lots of other systems.

Bearded Devil Patreon Launch!

It’s been a long time! I have a few major announcements. Firstly, I’m going to try to post here more regularly than I have been. Secondly, for those who have long been asking about more Hex or Genial Jack content: it’s here. I’ve launched a Patreon which will include the following for all paid subscribers:

  • The Hex Guidebook: A monthly illustrated PDF detailing a district of the city of Hex, a section of the Old City, or another significant adventuring site, dungeon, region, or settlement.
  • Monthly Map: A monthly map of the location described in the Guide to Hex.
  • Art: Illustrations of monsters, NPCs, items, and more.
  • The Hex Hack: Access to the playtest rules for The Hex Hack, a system for running games set in Hex.

The first issue of the Guidebook is already out: a fully-illustrated guide to Mooncross, district of witches, artists, cranks, political dissidents, and similar eccentrics. This 46-page fully-illustrated guide includes descriptions of the covens that control Mooncross, groups somewhere between street gangs, labour unions, religious sects, and renegade academic departments: the Black Annas, the Children of the Goat, the Foxfire Circle, the Hempsgrove, the Newtseyes, and the Starbrides. A full two-page description of every street of Mooncross is provided, alongside encounter tables, item tables, character tables, six additional spells, adventure seeds, and more. Wander the witchweed-scented streets and soak in the strange light that shines from the ancient monoliths and through crooked doorways inscribed with fey sigils. Peruse the charms and oddities at Toil & Trouble, grab a pint of potion from The Chaldron, or leaf through banned grimoires on the shelves of Bonfire Books. Offer sacrifices at the shrine of the Triple Goddess or the grim Gallows-Lord. Debate philosophy in cozy coffeehouses with dark secrets in their basements. Battle mutant eldritch geese. Cults, conspiracies, and ancient mysteries lurk around every corner of this shabby, chic, bewitched neighbourhood of Hex.

In addition, “Archwizard” subscribers to the Patreon will receive the following:

  • Arcane Archives: Copies of the original Hex map, as well as the Erubescence map and Gossamer map.
  • Archwizard’s Faculty Lounge: Access to a private Discord for Archwizards only.
  • Magodemocratic Suffrage: Vote on future installments of the Hex Guidebook and Monthly Map.

For these past several years, I’ve been quietly working on content for Hex – hundreds of pages of it. It’s time to start releasing that content. While in future I hope to compile some of this content into book form, for the time being, I will be releasing it in monthly installments: fully mapped and illustrated, complete with encounter tables, NPCs, items, and a hyper-detailed street-by-street writeup of every nook, cranny, and corner of Hex. I’ll be regularly previewing content here, including both setting information and material for the associated system The Hex Hack, which is a little over a year into playtesting.

I’m very excited about this project; Hex has been a labour of love, and I want to start sharing it with readers more regularly. For those who’ve been curious about the City of Secrets over the years, now is your chance to explore.

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