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HadrinnexCreature 8


UncommonNELargeAberration
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 One Action +20 (+15, +10) to hit (reach 10, shove) 2d8 + 9 Bludgeoning
Energy Ray One Action +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 Reaction (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.

Effect: Rapid Evolution - Energy Gland

Effect: Rapid Evolution - Husk

Extend Limbs Two Actions

The hadrinnex makes two weapon arm Strikes, each targeting a different creature. The hadrinnex's reach increases to 20 feet for these Strikes.

Vent Energy One Action (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:

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

Uncommon

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.