Library / Bestiary

Axiomite

CR 8.00 Outsider LN Medium HD 10
As this lithe humanoid moves, its flesh shimmers and wavers, temporarily breaking apart into motes of shimmering light.

Stewards of ancient, colossal cities on lawful planes, axiomites represent the fundamental search for order. According to their own history, the first axiomites sprang from the raw mathematical underpinnings of the cosmos long before the first gods began to stir—they are personifications of a primordial reality made flesh in an attempt to understand itself. New axiomites are formed from souls much like celestials or fiends, with spirits drawn across the planes to one of the axiomites' humming crystal monoliths, emerging later as purified creatures of law and theory.

A particular axiomite may look like any humanoid-shaped creature, though the particular form does not affect its abilities in any way. Beneath this form, all axiomites are the same—clouds of glowing, crystalline dust that constantly swirl and congeal into complex tangles of symbols and equations, making them literally creatures of pure mathematical law.

Axiomite society is broken into three divisions, each with its own duty and purpose. One devotes itself to the construction and maintenance of inevitables, another to the expansion and construction of their capital city, and the third to continuing the exploration and calculation of the laws and constants that underlie all of reality. Their leader is a gestalt mind formed by the greatest individuals of their race, forming when needed and then dispersing into its component axiomites to put the god-mind's plans into action.

HP
85 (10d10+30); regeneration 5 (chaotic or magic)
AC
21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
Init
+8
Speed
30 ft., fly 30 ft. (good)
Fort
+6
Ref
+11
Will
+14
BAB
+10
CMB
+15
CMD
30
Melee
+1 longsword +16/+11 (1d8+7/19-20)
DR
10/chaotic
SR
19
str
21
+5
dex
19
+4
con
16
+3
int
21
+5
wis
20
+5
cha
20
+5

Weapons: Martial, Simple

Crystalline Dust Form — An axiomite can shift between its solid body and one made of golden, crystalline dust as a free action once per round. In dust form, the axiomite looks like a shifting mass of glowing mathematical symbols and equations. In this form it can fly and gains the incorporeal quality; it can use spell-like abilities but cannot make physical attacks. In its solid form, an axiomite cannot fly. Both shapes are the axiomite's true form, and it does not revert to a different form if killed. A true seeing spell reveals both forms simultaneously.

Special Abilities

Crystalline Dust Form from text
An axiomite can shift between its solid body and one made of golden, crystalline dust as a free action once per round. In dust form, the axiomite looks like a shifting mass of glowing mathematical symbols and equations. In this form it can fly and gains the incorporeal quality; it can use spell-like abilities but cannot make physical attacks. In its solid form, an axiomite cannot fly. Both shapes are the axiomite's true form, and it does not revert to a different form if killed. A true seeing spell reveals both forms simultaneously.

Feats, Traits & Items

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Empower Spell-Like Ability (order's wrath) from Feat

Choose one of the creature's spell-like abilities, subject to the restrictions below. The creature can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by half (+50%). Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 2. For a summary, see the table in the description of the Quicken Spell-Like Ability.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC

Craft (any one) +18, Diplomacy +18, Fly +8, Knowledge (any three) +15, Knowledge (planes) +18, Perception +18, Sense Motive +18, Spellcraft +18, Stealth +17, Survival +18

spell-like abilities:
3/day—Dispel Chaos, 3/day—Haste (DC 18), 3/day—Hold Monster, 3/day—Lightning Bolt (DC 18), 3/day—Order's Wrath (DC 19), 3/day—Telekinesis (DC 20), 3/day—True Strike, 1/day—True Seeing (DC 21)
Details
Type
Outsider
Alignment
LN
Size
Medium
Environment
any (lawful plane)
Organization
solitary, pair, or team (3-12)
Treasure
standard (+1 longsword, other treasure)
Senses
darkvision 60 ft.; Perception +18
Languages
Abyssal, Celestial, Common, Draconic, Infernal
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
12 House/Core 1 Recognized publisher
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Empower Spell-Like Ability (Feat) — cites Paizo Inc.
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Knows spell: Dispel Chaos (Spell) — core content under OGL 1.0a
  • Knows spell: Haste (Spell) — core content under OGL 1.0a
  • Knows spell: Hold Monster (Spell) — core content under OGL 1.0a
  • Knows spell: Lightning Bolt (Spell) — core content under OGL 1.0a
  • Knows spell: Order's Wrath (Spell) — core content under OGL 1.0a
  • Knows spell: Telekinesis (Spell) — core content under OGL 1.0a
  • Knows spell: True Strike (Spell) — core content under OGL 1.0a
  • Knows spell: True Seeing (Spell) — core content under OGL 1.0a
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