Immunity: —
Weakness: —
Movement: Burrow
Might
+3
Agility
+1
Reason
-3
Intuition
+1
Presence
-4
◆
2d10 + 3
Signature Ability
Melee,
Strike,
Weapon
◎ Main action
⚔ Melee 2
◎ One creature or object
≤11
9 damage; grabbed
12–16
13 damage; grabbed
17+
16 damage; grabbed
Effect: A size 1 target grabbed this way takes 3 acid damage at the start of each of their turns.
Melee,
Strike,
Weapon
◎ Main action
⚔ Melee 2
◎ Two creatures or objects
≤11
5 damage; A<1 grabbed
12–16
8 damage; A<2 grabbed
17+
11 damage; A<3 grabbed
Effect: The arixx can vertically slide each grabbed target up to 3 squares.
Ranged,
Strike,
Weapon
◎ Main action
⚔ Ranged 10
◎ Two creatures or objects
≤11
4 acid damage
12–16
6 acid damage
17+
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.
⚔ 3 burst
◎ Each enemy in the area
≤11
4 damage
12–16
6 damage; push 2
17+
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.
⚔ 1 burst
◎ Special
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.
⚔ Self
◎ Self
Trigger: The arixx takes damage.
Effect: The arixx halves the damage and shifts up to 3 squares after the triggering effect resolves.
◆
2d10 + 3
Villain Action 1
⚔ 10 × 2 line within 1
◎ Each creature and object in the area
≤11
5 acid damage
12–16
8 acid damage
17+
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.
⚔ Self
◎ Self
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.
◆
2d10 + 3
Villain Action 3
⚔ 2 burst
◎ Each creature in the area
≤11
5 acid damage; M<1 weakened (save ends)
12–16
8 acid damage; M<2 weakened (save ends)
17+
11 acid damage; M<3 weakened (save ends)
★
Solo Monster
End Effect: 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.