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Atrixyl

Very rarely, when sinspawn sacrifice sentient beings to runewells, instead of sinspawn, an altogether different sort of aberration is created. Atrixyls are insectile humanoid warriors, whose powers are similar to yet stronger than ordinary sinspawn, and who are dedicated to destroying runewells and similar fleshwarping artifacts. Some atrixyls seek to destroy runewells due to an imprinting of pain and suffering that occurs during their creation, seeking to prevent future suffering from runewells. Others seek to break a runewell and tap into its magical energies to gain personal power. This relentless mission has earned them the epithet “runebreakers,” and brings them into conflict with the sinspawn whose existences depend upon these runewells.

Atrixyls traverse Golarion's ruined wastelands in search of both ancient runewells and more contemporary fleshwarping facilities

Recall Knowledge - Aberration (Occultism): DC 33
Unspecific Lore: DC 31
Specific Lore: DC 28

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak AtrixylCreature 10

Rare Medium Aberration 
Source Monster Core 2 pg. 46
Perception +20; darkvision
Languages Aklo, Common, Draconic, Elven, Sakvroth, Thassilonian
Skills Acrobatics +20, Arcana +18, Athletics +20, Deception +16, Diplomacy +16, Intimidation +18, Occultism +18, Sinspawn Lore +18, Stealth +20, Survival +14 ((+18 when Tracking aberrations)), Thassilon Lore +18
Str +7, Dex +5, Con +4, Int +3, Wis +1, Cha +3
True Sin Scent An atrixyl can smell creatures that reflect or generally revel in any of the seven sins as defined by the ancient empire of Thassilon (envy, gluttony, greed, lust, pride, sloth, and wrath) within 60 feet as a precise sense and can also distinguish between different sins and creatures. These typically include sinspawn and certain demons, though the GM ultimately determines which creatures are appropriately sinful.
AC 29; Fort +22, Ref +19, Will +16; +1 status to saves vs. magic
HP 170; Immunities controlled; Resistances mental 10; Weaknesses acid 10
Reactive Strike [reaction] Spell Break [reaction] Trigger The atrixyl critically succeeds on a saving throw; Effect The atrixyl shatters the portion of magic that would affect them and uses it to empower themself. The atrixyl gains temporary Hit Points equal to twice the triggering spell's rank and a +4 status bonus to damage rolls for 1 round.
Speed 30 feet, climb 30 feet
Melee [one-action] fist +21 [+17/+13] (agile, magical), Damage 2d12-2+10 bludgeoning plus Improved PushAbsorb Sin [free-action] Trigger The atrixyl reduces a creature it can smell with its true sin scent to 0 Hit Points; Effect The atrixyl regains 6d6 Hit Points.Change Shape [one-action] (arcane, concentrate, polymorph) The atrixyl takes on the appearance of any Medium humanoid. This doesn't change the atrixyl's Speed or their attack and damage modifiers with their Strikes but might change the damage type their Strikes deal.Insectile Agility When the atrixyl Leaps, High Jumps, or Long Jumps, they can increase horizontal and vertical distances traveled by up to 10 feet. They also treat falls as 50 feet shorter.Resonating Kick [two-actions] (arcane) The atrixyl makes a fist Strike. If the target is an aberration or is capable of casting spells from the arcane tradition, this attack deals an additional 2d12 force damage.Roundhouse Smash [two-actions] The atrixyl makes a fist Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within the atrixyl's melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. This counts as two attacks for the atrixyl's multiple attack penalty.

Sidebar - Additional Lore Mysterious Antiheroes

Atrixyls disguise themselves as humanoids to help avoid attention and gather information discreetly about runewells. While many atrixyls remain aloof from society, some find themselves in the unlikely roles of antiheroes who protect those same humanoids from sinspawn and fleshwarpers alike.