Arixx
Level 1 Solo (Arixx, Beast)
Draw Steel: Monsters (Book Two)
Arixx is a level 1 solo (arixx, beast) for Draw Steel. It has 200 Stamina and an Encounter Value of 36.
- Level
- 1
- Organization
- Solo
- Encounter Value
- 36
- Size
- 2
- Speed
- 5
- Stamina
- 200
- Stability
- 2
- Free Strike
- 5
- Movement
- Burrow
- Might
- +3
- Agility
- +1
- Reason
- -3
- Intuition
- +1
- Presence
- -4
Traits
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.
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.
Actions
Bite
Melee, Strike, Weapon
2d10 + 3
- 11 or lower
- 9 damage; grabbed
- 12 to 16
- 13 damage; grabbed
- 17 or higher
- 16 damage; grabbed
A size 1 target grabbed this way takes 3 acid damage at the start of each of their turns.
Claw Swing
Melee, Strike, Weapon
2d10 + 3
- 11 or lower
- 5 damage; a<1] grabbed
- 12 to 16
- 8 damage; a<2] grabbed
- 17 or higher
- 11 damage; a<3] grabbed
The arixx can have up to two targets grabbed at once this way. The arixx can vertically slide each grabbed target up to 3 squares.
Spitfire
Ranged, Strike, Weapon
2d10 + 3
- 11 or lower
- 4 acid damage
- 12 to 16
- 6 acid damage
- 17 or higher
- 7 acid damage; prone
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.
Malice abilities
Dirt Devil (3 Malice)
Area, Main action, 2d10 + 3, 3 burst, 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.
Acid Spew (Villain Action 1 Malice)
Area, Weapon, 2d10 + 3, 10 × 2 line within 1, 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.
Sinkhole (Villain Action 2 Malice)
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 (Villain Action 3 Malice)
Area, Weapon, 2d10 + 3, 2 burst, 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).
Common questions
What level is Arixx in Draw Steel?
Arixx is a level 1 solo in Draw Steel.
What is Arixx's Encounter Value?
Arixx has an Encounter Value (EV) of 36, the number Draw Steel uses to budget encounters.
Add Arixx to a Draw Steel encounter in The DM Screen.
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