HadrinnexCreature 8
Source Pathfinder Bestiary 3
Perception +17 (darkvision)
Languages Aklo, Telepathy (touch)
Skills Acrobatics +16, Athletics +18, Occultism +11
Str +6, Dex +4, Con +6, Int -3, Wis +3, Cha -3
AC 27; Fort +18; Reflex +14; Will +17;
HP 118
Speed 40 feet
Weapon Arm +20 (+15, +10) to hit (reach 10, shove) 2d8 + 9 Bludgeoning
Energy Ray +18 (+13, +8) to hit (evocation, occult, range 120) 5d6 Sonic
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Telepathy (Touch) (aura, divination, magical)A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Rapid Evolution (morph, occult, transmutation)Trigger The hadrinnex takes damage of a physical or energy damage type (bludgeoning, piercing, or slashing for physical; acid, cold, electricity, fire, force, negative, or sonic for energy)
Effect The hadrinnex reconfigures its husk (if triggered by physical damage) or its energy gland (if triggered by energy damage). Any reconfiguration applies to the triggering damage and lasts until the next time the hadrinnex uses Rapid Evolution.
- Energy Gland Reconfiguring the energy gland changes both the hadrinnex's energy damage resistance and the damage of its energy ray to that type. By default, the energy gland is configured to sonic.
- Husk The hadrinnex's physical damage resistance and the damage of its weapon arm Strikes change to the triggering type. Weapon arm Strikes gain an additional trait depending on the current damage type: bludgeoning adds shove, piercing adds deadly d8, and slashing adds sweep. By default the husk is configured to bludgeoning.
Effect: Rapid Evolution - Energy Gland
Effect: Rapid Evolution - Husk
Extend LimbsThe hadrinnex makes two weapon arm Strikes, each targeting a different creature. The hadrinnex's reach increases to 20 feet for these Strikes.
Vent Energy (evocation, occult)The hadrinnex purges the energy in its energy gland for an external discharge.
It either blasts the energy to deal 7d6 energy damage to creatures in a 30-foot cone (DC 26 basic reflex save), or directs the energy to its weapon arms, making its weapon arm Strikes deal an extra 2d6 energy damage for 1 minute.
Either one expends the damage type stored in the hadrinnex's energy gland, as described below.
After the energy is vented, the energy gland goes dormant. The hadrinnex loses its energy resistance and can't use energy ray until it uses Rapid Evolution to reconfigure its energy gland again. Directing energy to its weapon arms again removes any previous energy boost to its weapon arm.
Possible damage types for this ability:
- 7d6 acid damage (critical)
- 7d6 cold damage (critical)
- 7d6 electricity damage (critical)
- 7d6 fire damage (critical)
- 7d6 force damage (critical)
- 7d6 negative damage (critical)
- 7d6 sonic damage (critical)
Effect: Vent Energy
The bizarre hadrinnexes resemble defensive systems more than living creatures. They evolve at a rapid rate, but only to specific attacks against them, which suggests they were created through advanced technology or magic. The husk surrounding a hadrinnex-flecks of metal suspended in a malleable organic carapace-reshapes in response to harm. So too can a glowing gland within the creature's thorax, which collects energy and restructures the creature's biology to protect it from that energy. This organ is fragile and ruptures soon after a hadrinnex is killed.
Hadrinnexes have only a rudimentary intellect and usually follow more intelligent aberrations. As bodyguards or peons, they perform simple tasks diligently. Though poor at problem-solving and improvisation, hadrinnexes' dependability and adaptive physiology make them ideal for dangerous tasks in hazardous environments.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.