Axiomite
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)
- Speed
- 30 ft., fly 30 ft. (good)
- Init
- +8
- Melee
- +1 longsword +16/+11 (1d8+7/19-20)
- BAB
- +10
- CMB
- +15
- CMD
- 30
- Fort
- +6
- Ref
- +11
- Will
- +14
- DR
- 10/chaotic
- SR
- 19
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.
Dodge, Empower Spell-Like Ability (order's wrath), Improved Initiative, Iron Will, Mobility
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> 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.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
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
- 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
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Chaos (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Haste (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Hold Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Lightning Bolt (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Order's Wrath (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Telekinesis (Spell)House/Core — covered by the site's Section 15.
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Knows spell: True Strike (Spell)House/Core — covered by the site's Section 15.
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Knows spell: True Seeing (Spell)House/Core — covered by the site's Section 15.
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