Xax

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No one has sighted a xax in the Birdman Mountains in the centuries since the harpies and strix routed them, or at least no one has spoken about a sighting. However, several creatures remain in deep underground hives sheltered from all creatures until they are ready to return. Curious xax have already left their hives to scout the area around their homes, so deep-delving adventurers may run into them and gain a strange companion on their travels. The xax have a convoluted and confusing rationale for their near-total defeat, and their analysis posits Ithreia’s presence in the mountains as a catalyst. Their weird minds have recognized Ithreia as a power they must respect, and their inability to do so led to their fall. They do not blame the halflings for their plight, even though the little folk were directly responsible for allowing the harpies access to their fortified cities. After all, the halflings were merely carrying out the will of the powerful creature who settled in the land the xax still call Zirakur Ziur. All the same, the xax have proceeded with caution when reintroducing themselves to the halflings. The xax usually abduct a lone halfling who travels deep enough to approach an underground xax cyst, so they can learn about the current situation in Zirakur Ziur and to assure the halfling they bear no ill will. The xax are already aware of the urisks scattered throughout the mountains, and they have learned from their halfling abductees that the strix and the harpidite act as the mountains’ caretakers on behalf of Ithreia.

Having learned the harpies worship a different god than Ithreia, the xax do not fear that being’s protection when the ultimately plan to destroy the harpies. In contrast to their normally inclusive philosophy, the xax see the harpies as beings that serve no purpose in the collective consciousness and require eradication. Some would characterize this as an odd justification for petty revenge, but xax would be quick to argue that their decision as coldly logical. As they are currently unable to carry out this program of genocide, they bide their time and build their strength, while they release their captive halflings to whisper of their return.

You can find more information about the xax in Remarkable Races from Alluria Publishing.

Xax Racial Characteristics
The rare xax player characters are defined by class levels—they do not possess racial hit dice. All xax player characters possess the following racial characteristics.

  • +2 Constitution, +2 Intelligence, –2 Charisma: Xax have iron constitutions and dizzying intellects, but their alien nature often hinders social interactions.
  • Small: Xax are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Slow Speed: Xax move at base speed of 20 feet.
  • Chaotic Resistance: At character creation, xax roll a d10, and gain resistance 5 to the corresponding energy type. This resistance is permanent, and does not change. 1-2: acid, 3-4: cold, 5-6: electricity, 7-8: fire, 9-10: sonic.
  • Memory of Conflict: At character creation, a xax gains proficiency in one exotic weapon of his choice.
  • Skill Tuning: After an 8-hour rest, a xax may choose one skill for which he gains a +2 racial bonus for 24 hours.
  • We Are One: Once per day, at sunrise, the xax rolls randomly on the list below to become endowed with a racial trait that is common to races of the Birdman Mountains. Roll 1d6: 1–2: fearless (halfling), 3: mildly empathic (half-harpy), 4: frightening (strix), 5: spirit of the mountains (urisk), 6: The xax gains temporary access to one feat for which he meets the prerequisites. The xax may choose this feat, and the choice remains until the next sunrise.
  • Languages: Xax begin play speaking Common. Xax with high Intelligence scores can choose from any language available to the races of the Birdman Mountains.

Racial Traits
The following are race traits specifically for xax player characters, who may take one race trait.

Bird Hunter: You have had plenty of time to reflect on your battles with the harpies, and you know how to counter the advantage provided by their ability to fly. You gain a +1 trait bonus to attack and damage rolls against flying creatures while they are in flight.

Containment of Chaos (Faith Trait): You strive to rein in the chaos that swirls around you. You add +1 to the saving throw DC of any spells with the lawful descriptor that you cast.