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Axiomite

This creature resembles a flawless, perfect example of an elf. When it moves, parts of its body dissolve into golden, crystalline dust, swirling without wind, condensing into winding, artistic coils of symbols and equations before reforming into flesh a moment later.

Axiomite CR 8

XP 4,800
LN Medium outsider (extraplanar, lawful)
Init +8; Senses darkvision 60 ft.; Perception +18

DEFENSE

AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
hp 85 (10d10+30); regeneration 5 (chaotic or magic)
Fort +6, Ref +11, Will +14
DR 10/chaotic; Immune disease, electricity, mind-affecting effects; Resist cold 10, fire 10; SR 19

OFFENSE

Speed 30 ft., fly 30 ft. (good)
Melee +1 longsword +16/+11 (1d8+8/19-20)
Spell-Like Abilities (CL 9th; concentration +14)

3/day--dispel chaos, haste, hold monster (DC 20), lightning bolt (DC 18), empowered order's wrath (DC 19), telekinesis (DC 20), true strike
1/day--summon inevitable (level 6, 1 zelekhut, see below), true seeing

STATISTICS

Str 21, Dex 19, Con 16, Int 21, Wis 20, Cha 20
Base Atk +10; CMB +15; CMD 30
Feats Dodge, Empower Spell-Like Ability (order's wrath), Improved Initiative, Iron Will, Mobility
Skills 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
Languages Abyssal, Celestial, Common, Draconic, Infernal
SQ crystalline dust form

SPECIAL ABILITIES

Crystalline Dust Form (Su)

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 spelllike 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.

Summon Inevitable (Sp)

Once per day, four axiomites may join hands to summon a single zelekhut inevitable as a full-round action.