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Atrixyl

Creature 11 (rare) — aberration

Very rarely, when sinspawn (Monster Core 310) sacrifce 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 feshwarping artifacts. Some atrixyls seek to destroy runewells due to an imprinting of pain and suffering that occurs during their creation, seeking to prevent future sufferi

Source: pathfinder-monster-core-2

Perception +22
Skills acrobatics +22, arcana +20, athletics +22, deception +18, diplomacy +18, intimidation +20, occultism +20, stealth +22, survival +16
Str
+7
Dex
+5
Con
+4
Int
+3
Wis
+1
Cha
+3
AC 31 Fort +24 Ref +21 Will +18
HP 190
Immunities controlled
Resistances mental 10
Weaknesses acid 10
Speed 30 feet, climb 30 feet

Offense

Melee Fist +23, Damage 2d12+10 bludgeoning

Abilities

True Sin Scent — An atrixyl can smell creatures that refect or generally revel in any of the seven sins as defned 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 diferent sins and creatures. These typically include sinspawn and certain demons, though the GM ultimately determines which creatures are appropriately sinful.
+1 Status to All Saves vs. Magic
Reactive Strike — Reactive Strike
Spell Break
Absorb Sin
Change Shape (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 modifers with their Strikes but might change the damage type their Strikes deal. Change Shape
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 (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 — 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.
Improved Push — Improved Push

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