Aleax
| Climate/Terrain:
| Outer Planes |
|
| Frequency:
| Very rare
|
| Organization:
| Solitary
|
| Activity Cycle:
| Any
|
| Diet:
| None
|
| Intelligence:
| Genius (17-18)
|
| Treasure:
| Nil
|
| Alignment:
| Any
|
| No. Appearing:
| 1
|
| Armor Class:
| See below
|
| Movement:
| 12, Fl 12(A)
|
| Hit Dice:
| See below
|
| THAC0:
| See below
|
| No. of Attacks:
| See below
|
| Damage/Attack:
| See below
|
| Special Attacks:
| See below
|
| Special Defenses:
| Regeneration
|
| Magic Resistance:
| See below
|
| Size:
| M
|
| Morale:
| Fearless (20)
|
| XP Value:
| See below
|
The aleax is a physical manifestation of the vengeance
enacted by a power. There is but one aleax for each
deity; it is sent forth to punish and redeem those who
stray from the dictates of their alignments, who fail to
sacrifice sufficient treasure, or who otherwise anger the
god. These creatures are created specifically to fulfill
that stated purpose, so an aleax will never be met by
chance.
The aleax usually appears in human or humanoid
form and quite closely resembles its intended victim. In
fact, the being is in all respects (except as noted elsewhere)
an exact duplicate. The aleax has the same
attribute scores, hit points, armor and Armor Class,
weapons, magical items, spells, and so on. To the
intended recipient of the deity's punishment, the aleax
appears to be bathed in shimmering light that varies in
color according to the god's specific alignment: golden
for lawful-good aleaxi, vibrant green for lawful neutral,
deep purple for lawful evil, bright yellow for neutral
good, silver for true neutral, royal blue for neutral evil,
ever-changing rose-and-blue for chaotic good, kaleidoscopic
colors of all shades for chaotic neutral, and shifting
scarlet and indigo for chaotic evil.
Bystanders, however, see the aleax as a nondescript
individual of the same race as the target. When the
aleax attacks, it seems to onlookers that the character
has been assaulted by (or has attacked) a complete
stranger. Those attempting to help the character quickly
discover they cannot aid the object of divine wrath.
Companions of the punished character can do little but
stand helplessly by and wait for the outcome of the battle.
When it appears, the aleax utters a few brief words
in the language of its deity (which may or may not be
understandable to the victim), stating that the mortal has
offended the god, outlining the nature of the crime, and
insisting that he or she must now submit to punishment.
After this decree is spoken, the aleax attacks without
quarter or mercy. No discussion or plea is heeded.
Combat: Characters who attempt to rationalize with the
aleax forfeit their claim to an initiative roll, because the
being moves in to attack while the PC gibbers away. In
battle it will use the same weapons and spells as the
character, along with tactics similar to its target. The
aleax has 100% magic resistance to any magical effect
that does not originate from its victim. Likewise, it is
immune to all damage from sources other than its target;
only the weapons and magic of its target can harm
it. If a wizard casts a fireball at an aleax attacking a
priest, the creature is unharmed (although the priest is
still subject to damage), but if the wizard cast the same
spell at an aleax attacking him, the spell would cause
damage normally. Of course, the aleax enjoys any magic
resistance that the target character has. Further, the
aleax naturally regenerates hit points when wounded, at
the rate of 8 hit points per round.
An aleax is also immune to any magical effect that
taps its life source, including magic jar, possession,
lifedraining, or vampiric regeneration. It automatically
saves vs. spell when confronted by illusions, and it can
attempt to break a charm spell once per round.
Despite its numerous tactical advantages, an aleax
has a special vulnerability to physical attack. Any hit
with a physical weapon (not a magical effect) that
scores on a natural roll of 19 inflicts double damage,
and a natural roll of 20 causes quadruple damage.
However, damage inflicted by the aleax is always normal,
regardless of the result of its attack roll.
Although they are ferocious fighters, aleaxi never
actually kill their victims. One who is "slain" by an
aleax is simply suffering the judgment of his or her god.
Although to onlookers it appears as though the character
has died, in truth his spirit is held in suspension
between death and life. He is in commune with his deity
then, and he is given a last chance to barter for his life.
The spirit can be returned to the character's body, but
only by quickly paying the price demanded by the
offended power. The deity can demand service, levels,
treasure, or magic. The choice is not open to
negotiation - either the character accepts or he dies. Those who
choose death cannot be raised.
Service can be any one quest (unbreakable by even
a wish spell) stipulated by the power. The deity can also
claim up to half a character's levels, while treasure and
magical-item forfeitures result in the loss of all the
character's property, no matter where it is hidden. If the
condition is accepted, the character is then
automatically raised from the dead (including elves) with
whatever conditions agreed upon immediately applied. The
character will receive no further visitation from the aleax
as long as he or she remains true to the offended god in the future.
If the character defeats the aleax in battle, some portion
of the aleax's spirit merges with the character. The
power's wrath is annulled, for Fate has judged against it.
No more attacks will be made on the character for that
particular offense (regardless of whether the character is
now acting in a appropriate manner), although further
offenses may trigger retribution.
The joining of the aleax's spirit with the player
character brings both rewards and penalties. The character's
wits and senses are heightened from this commingling
with the divine, so Intelligence increases by 1
and the character enjoys a +1 bonus on all surprise
rolls. Also, others can see that the character has been
"aleax-touched," effectively bestowing a +1 bonus to
Charisma. However, the aleax spirit still fights for
control of the character. Whenever faced with a
situation similar to the character's original offense
(regardless of whether the character is now acting
in an appropriate manner), the spirit will attempt
to assert itself as a rightful avenger. At that
time, the character must successfully save vs.
paralyzation or become possessed by the desire
to punish those who have offended the
aleax's god. The desire remains until the
offenders are punished or the effect is broken
by a dispel magic spell. Note that this does
not free the character in future instances,
but only cancels the immediate effect.
Habitat/Society: Aleaxi have no habitat or
society - they are the creations of the
powers. They come into existence when a
god wishes to punish a mortal, and they
return to nonexistence immediately upon
completion of their duties. A power can
only create one aleax at a given time.
Since a deity's strength diminishes
slightly every time one of its special
servants is defeated, the gods as a whole do
not lightly send out these avengers.
Typically, aleaxi are created to correct the
most blasphemous of followers, or those
that pose a great threat to the stability of
the power's realm.
Ecology: Aleaxi essentially do not exist
until they are called into being by the
gods. Some sages speculate that an aleax
is an actual part of its god's consciousness,
which separates and adopts a physical
form. Others believe that it is a magical
being, created on the spot at the behest of
the offended god. In any case, an aleax exists
for no other reason than to defeat its mortal
model and return to its deity victorious.