Arixx
Level 1 Solo- 2 Size
- 5 Speed
- 200 Stamina
- 2 Stability
- 5 Free Strike
Might
3Agility
1Reason
-3Intuition
1Presence
-4
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.
Soft Underbelly
A prone creature making a melee strike against the arixx has a double edge on the strike instead of taking a bane.
Bite 2d10 + 3 Signature Ability
Melee, Strike, Weapon Main Actiono Melee 2 x One creature or object! 9 damage @ 13 damage; grabbed # 16 damage; grabbedEffect: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 Actiono Melee 2 x Two creatures or objects! 5 damage; A < 1 grabbed @ 8 damage; A < 2 grabbed # 11 damage; A < 3 grabbedEffect:The arixx can vertically slide each grabbed target up to 3 squares.
Spitfire 2d10 + 3
Ranged, Strike, Weapon Main Actiono Ranged 10 x Two creatures or objects! 4 acid damage @ 6 acid damage # 7 acid damage; proneEffect: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 Actiono 3 burst x Each enemy in the area! 4 damage @ 6 damage; push 2 # 7 damage; push 4Effect: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 Maneuvero 1 burst x SpecialEffect: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 Actiono Self x SelfThe arixx takes damage.Effect:The arixx halves the damage and shifts up to 3 squares after the triggering effect resolves.
Earthwalk
Difficult terrain composed of earth or loose rock doesn't cost the arixx extra movement.
Acid Spew 2d10 + 3
Area, Weapon Villain Action 1o 10 x 2 line within 1 x Each creature and object in the area! 5 acid damage @ 8 acid damage # 11 acid damageEffect: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 2o Self x SelfEffect: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
Area, Weapon Villain Action 3o 2 burst x Each creature in the area! 5 acid damage; M < 1 weakened (save ends) @ 8 acid damage; M < 2 weakened (save ends) # 11 acid damage; M < 3 weakened (save ends)