Arixx

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Arixx token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Arixx

Level 1 Solo
Arixx, Beast EV 36
  1. 2 Size
  2. 5 Speed
  3. 200 Stamina
  4. 2 Stability
  5. 5 Free Strike
Immunity Weakness
Movement Burrow
  1. Might

    3
  2. Agility

    1
  3. Reason

    -3
  4. Intuition

    1
  5. Presence

    -4
  1. 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.

  2. Soft Underbelly

    A prone creature making a melee strike against the arixx has a double edge on the strike instead of taking a bane.

  3. Bite 2d10 + 3 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 2 x One creature or object
    ! 9 damage @ 13 damage; grabbed # 16 damage; grabbed
    Effect:

    A size 1 target grabbed this way takes 3 acid damage at the start of each of their turns.

  4. Claw Swing 2d10 + 3

    Melee, Strike, Weapon Main Action
    o Melee 2 x Two creatures or objects
    ! 5 damage; A < 1 grabbed @ 8 damage; A < 2 grabbed # 11 damage; A < 3 grabbed
    Effect:

    The arixx can vertically slide each grabbed target up to 3 squares.

  5. Spitfire 2d10 + 3

    Ranged, Strike, Weapon Main Action
    o Ranged 10 x Two creatures or objects
    ! 4 acid damage @ 6 acid damage # 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.

  6. Dirt Devil 2d10 + 3 3 Malice

    Area Main Action
    o 3 burst x Each enemy in the area
    ! 4 damage @ 6 damage; push 2 # 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.

  7. Dust Cloud

    Area Maneuver
    o 1 burst x 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.

  8. Skitter

    Triggered Action
    o Self x Self
    The arixx takes damage.
    Effect:

    The arixx halves the damage and shifts up to 3 squares after the triggering effect resolves.

  9. Earthwalk

    Difficult terrain composed of earth or loose rock doesn't cost the arixx extra movement.

  10. Acid Spew 2d10 + 3

    Area, Weapon Villain Action 1
    o 10 x 2 line within 1 x Each creature and object in the area
    ! 5 acid damage @ 8 acid damage # 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.

  11. Sinkhole

    Villain Action 2
    o Self x 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.

  12. Acid and Claws 2d10 + 3

    Area, Weapon Villain Action 3
    o 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)

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Arixx Malice


  1. Burning Maw 3 Malice

    1. The arixx dribbles acid over their mandibles, causing the next strike they make to gain an edge and deal an extra 3 acid damage.

  2. Geyser 5 Malice

    1. The arixx's underground tunnels swell with pressure, causing a sudden influx of hot gas to burst from a 3-square-by-3-square area anywhere on the surface. Each enemy in the area makes an Agility test.

    2. ! 4 damage; vertical push 5 @ 4 damage; vertical push 3 # The target shifts to the nearest unoccupied space outside the area.
  3. Solo Action 5 Malice

    1. The arixx takes an additional main action on their turn. They can use this feature even if they are dazed.

  4. Earth Sink 7 Malice

    1. The encounter map suddenly quakes, then begins to sink. Each creature on the ground who has A < 1 is knocked prone. Until the end of the encounter, each creature who starts their turn on the ground and can't burrow must spend 1 additional square of movement to leave their starting position, or 2 squares if they start their turn prone or underground. A creature who starts and ends their turn in the same space on the ground and can't burrow sinks 1 square into the ground.

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