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Arixx

Level 1 Solo · Draw Steel Monsters v1

Arixx

Level 1 Solo
Arixx, Beast EV 36
Size
2
Speed
5
Stamina
200
Stability
2
Free Strike
5
Immunity: Weakness:
Movement: Burrow
M +3
A +1
R -3
I +1
P -4
Bite 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.
Claw Swing 2d10 + 3
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.
Spitfire 2d10 + 3
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.
Dirt Devil 2d10 + 3
3 Malice
Area ◎ Main action
⚔ 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.
Dust Cloud
Area ◎ Maneuver
⚔ 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.
Skitter
Triggered action
⚔ Self ◎ Self
Trigger: The arixx takes damage.
Effect: The arixx halves the damage and shifts up to 3 squares after the triggering effect resolves.
Acid Spew 2d10 + 3
Villain Action 1
Area, Weapon
⚔ 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.
Sinkhole
Villain Action 2
⚔ 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.
Acid and Claws 2d10 + 3
Villain Action 3
Area, Weapon
⚔ 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.