Innate Spellcasting. The anaxim’s innate spellcasting ability is Wisdom (spell save DC 22). The anaxim can innately cast the following spells, requiring no material components:
At will: Dispel magic, Banishment, Greater invisibility, Misty step.
Immutable Form. The anaxim is immune to any spell or effect that would alter its form.
Regeneration. The anaxim regains 15 hit points at the start of its turn. If the anaxim takes acid or lightning damage, this trait doesn’t function at the start of the anaxim's next turn. The anaxim dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Legendary Resistance (3/Day). If the anaxim fails a saving throw, it can choose to succeed instead.
Magic Resistance. The anaxim has advantage on saving throws against spells and other magical effects.
Magic Weapons. The anaxim’s weapon attacks are magical.
Multi attack. The anaxim makes two spinning blade attacks , two slam attacks and one shocking touch attack or one lightning ray and six spike attacks.
Spinning blade. Melee Weapon Attack: +10 to hit, reach 5 ft., all adjacent to the anaxim. Hit: 16 (2d6 + 10) slashing damage.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 16 (1d12 + 10) bludgeoning damage.
Shocking touch. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 18 (2d8 + 10) lightning damage.
Lightning ray. Each creature within a 100 ft long 5 ft wide line must make a dc 22 Dexterity save or take 30 (10d6) lightning half damage on a successful save.
Spike. RangedWeapon Attack: +7 to hit, range 30/120 ft., 1 target. Hit: 11 (2d4 + 7) piercing damage.
Sound blast (recharges on 6). The anaxim releases a blast of sound in a 60 ft cone and each creature within range must make a dc 22 Constitution saving throw or take 60 (20d6) thunder damage and be deafened for 1 hour, On a successful save the target takes half damage and is deafened for 2 rounds, on a failed save the target can remake the save at the end of their turn.
The Anaxim can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The anaxim regains spent legendary actions at the start of its turn.
Slam (Costs 1 Actions). The anaxim makes one slam attack.
Lightning ray (Costs 2 Actions). The anaxim makes one lightning ray attack.
Description
Anaxims are the ill-conceived designs crafted by gods of the forge. Unlike most abominations, anaxims are born not of lust, but piece by labored piece from mechanical designs inspired by apocalyptic impulses. Anaxims are constructs that were not purged as they should have been, and so gained a pseudo-life of their own. Anaxims appear as humansized conglomerations of iron, clockwork gears, shearing blades, metallic fists, and other unfamiliar moving parts of iron. Generally, they appear unbalanced, unwieldy, and ominously jutting with too many cutting implements. An anaxim takes to the air by deploying a special set of rotating blades from its back; once deployed, the blades spin over its head with a constant roar of noise and rushing air. Most failures of forge gods are never discovered, but anaxims are somehow imbued with the spark of deific might that all abominations share. Despite their artificial past, anaxims are animate and determined to make their own way in the world, seeking revenge for being consigned to the scrap heap by their perfectionist creators.
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Posted Sep 30, 2019I really like this monster! I threw this at the party (rip wizard)
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Posted Sep 30, 2019ooooo i am interested to hear how the combat went and how your players reacted to such a powerful construct please dm the story if you can!
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Posted Sep 30, 2019Okay, here goes. The party had been ticking me off by trying to overrule me CONSTANTLY. I have a “for naughty brats” random encounter list, and the Anaxim is on it. The encounter was 2 iron golems and an anaxim. The fight starts off well. One of the iron golems has a dent put in it by the fighter, but then the anaxim’s turn comes around. It charges straight at the wizard, with the opportunity attacks from the barbarian and fighter bouncing off it. It attacked with its multi attack, and its first three attacks are Crits. The saws and blades just c l e a v e through the wizard as she is literally cut to ribbons (rolled terribly on hit dice). As she basically explodes the anaxim turns to the party, now soaked in the blood of their friend. They b o l t. The group is now afraid of all constructs. The anaxim is now hunting them. They are afraid of enough scrap metal in one place!
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Posted Oct 1, 2019That is amazing my players don't ever try to overrule be because they know of how many monsters i make and i some times show them what i have so they know some of the stuff i could punish them with.
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Posted Aug 8, 2022poor wizard well done yeetlord for killing the wizard