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Arixx


Monster

Arixx

Arixx, Beast
Level 1
Solo
EV 36
2Size
5Speed
200Stamina
2Stability
5Free Strike
Immunity
Weakness
MovementBurrow
M+3Might
A+1Agility
R-3Reason
I+1Intuition
P-4Presence
*

Solo Monster

At the end of each of their turns, the arixx can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns

The arixx can take two turns each round. They can't take turns consecutively.

*

Earthwalk

Difficult terrain composed of earth or loose rock doesn't cost the arixx extra movement.

*

Soft Underbelly

A prone creature making a melee strike against the arixx has a double edge on the strike instead of taking a bane.

l

Bite

Signature
KeywordsMeleeStrikeWeapon
DistanceMelee 2
TargetOne creature or object
Power Roll+ 3
!9 damage; grabbed
@13 damage; grabbed
#16 damage; grabbed
Effect

A size 1 target grabbed this way takes 3 acid damage at the start of each of their turns.

l

Claw Swing

KeywordsMeleeStrikeWeapon
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 3
!5 damage; A < 1 grabbed
@8 damage; A < 2 grabbed
#11 damage; A < 3 grabbed
Effect

The arixx can vertically slide each grabbed target up to 3 squares.

l

Spitfire

KeywordsRangedStrikeWeapon
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 3
!4 acid damage
@6 acid damage
#7 acid damage; prone
Effect

The ground beneath each target is covered in burning acid until the end of the encounter. Any enemy who enters an affected space for the first time in a round or starts their turn there takes 2 acid damage.

l

Dirt Devil

3 Malice
KeywordsArea
Distance3 burst
TargetEach enemy in the area
Power Roll+ 3
!4 damage
@6 damage; push 2
#7 damage; push 4
Effect

The arixx flings rocks and debris to fill the area, and has a double edge on the power roll if they started their turn underground. The area is difficult terrain.

f

Dust Cloud

KeywordsArea
ActionManeuver
Distance1 burst
TargetSpecial
Effect

The arixx kicks up dust to fill the area until the start of their next turn, then moves up to their speed. Any enemy in the area or who targets a creature in the area takes a bane on power rolls.

)

Skitter

DistanceSelf
TargetSelf
Trigger

The arixx takes damage.

Effect

The arixx halves the damage and shifts up to 3 squares after the triggering effect resolves.

*Villain Actions
*

Acid Spew

Villain Action 1
KeywordsAreaWeapon
Distance10 x 2 line within 1
TargetEach creature and object in the area
Power Roll+ 3
!5 acid damage
@8 acid damage
#11 acid damage
Effect

The ground in the area is covered in a puddle of acid until the end of the encounter. Any enemy who enters the area for the first time in a round or starts their turn there takes 2 acid damage.

*

Sinkhole

Villain Action 2
DistanceSelf
TargetSelf
Effect

The arixx shifts up to their speed. If they end this shift above ground and within 2 squares of a creature, they use Bite against the creature and can then use the Dig maneuver.

*

Acid and Claws

Villain Action 3
KeywordsAreaWeapon
Distance2 burst
TargetEach creature in the area
Power Roll+ 3
!5 acid damage; M < 1 weakened (save ends)
@8 acid damage; M < 2 weakened (save ends)
#11 acid damage; M < 3 weakened (save ends)
*Malice Features

At the start of an arixx's turn, you can spend Malice to activate one of the following features. Arixx Malice

*

Burning Maw

The arixx dribbles acid over their mandibles, causing the next strike they make to gain an edge and deal an extra 3 acid damage.

*

Geyser

The arixx's underground tunnels swell with pressure, causing a sudden influx of hot gas to burst from a 3-square-by-3-square area anywhere on the surface. Each enemy in the area makes an Agility test.

*

Solo Action

The arixx takes an additional main action on their turn. They can use this feature even if they are dazed.

*

Earth Sink

The encounter map suddenly quakes, then begins to sink. Each creature on the ground who has A < 1 is knocked prone. Until the end of the encounter, each creature who starts their turn on the ground and can't burrow must spend 1 additional square of movement to leave their starting position, or 2 squares if they start their turn prone or underground. A creature who starts and ends their turn in the same space on the ground and can't burrow sinks 1 square into the ground.

Source: Draw Steel: Monsters · printing 1.01