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Axiomite

According to the axiomites, their kind rose from the raw mathematical underpinnings of the universe, manifesting as great builders who created the ancient, colossal cities of the Outer Planes and gave life to the mechanical inevitables. According to the aeons, axiomites are part of the Monad, having both risen from and rebelled against it long ago. Since the Convergence, most axiomites have recognized this as a fundamental truth, particularly after the aeons showed the axiomites how the Utopian language has formed as an amalgam of aeon envisioning and formulaic mathematical expression. Most axiomites live in the perfect city of Axis, which they continually act to improve, thus refining the concept of perfection itself.

A particular axiomite may look like any humanoid creature, though the particular form it takes on does not affect its abilities. Beneath this assumed form, all axiomites are the same—clouds of glowing, crystalline dust that constantly swirls and congeals into complex tangles of symbols and equations, evincing their existence as literal creatures of pure mathematical law.

Axiomites arise from the souls of lawful neutral mortals, particularly those who were, in life, mathematicians, architects, crafters, or philosophers. While these souls do not retain any memories of their lives in the transition into axiomites, their life skills and experiences nevertheless serve a valuable metaphysical resource during formation.

Recall Knowledge (Religion): DC 24

AxiomiteCreature 8

LNMediumAeonMonitor
Source Bestiary pg. 9
Perception +19; darkvision
Languages Abyssal, Celestial, Common, Draconic, Infernal, Utopian
Skills Acrobatics +16, Axis Lore +17, Crafting +21, Diplomacy +15, Occultism +17, Religion +17
Str +5, Dex +4, Con +3, Int +5, Wis +5, Cha +3
Items sterling artisan's tools, +1 striking warhammer
AC 26, Fort +13, Ref +16, Will +18; +1 status to all saves vs. magic
HP 155; Immunities disease, emotion, fear; Resistances electricity 10, mental 10; Weaknesses chaotic 10
Speed 25 feet
Melee Single ActionSingle Action warhammer +20 (lawful, magical, shove), Damage 2d8+11 bludgeoning plus 1d6 lawful
Melee Single ActionSingle Action fist +17 (agile, lawful, magical), Damage 1d8+5 bludgeoning plus 1d6 lawful
Divine Innate Spells DC 27, attack +17; 5th telekinetic haul; 4th detect scrying, divine wrath (lawful), lightning bolt (x3); 3rd haste (x3), paralyze; 2nd telekinetic manuever; 1st true strike (at will); Cantrips (4th) telekinetic projectile
Crystalline Dust Form Single ActionSingle Action (polymorph) The axiomite shifts between its humanoid form and that of a cloud of crystalline dust in which strange symbols and equations flash. In this form it gains a fly Speed of 40 feet and can fit through even tiny apertures, similarly to gaseous form. It can cast spells, but it can’t make melee or ranged attacks in this state. It can return to its humanoid form by using this action while in crystalline dust form.

All Monsters in "Aeon"

NameLevel
Arbiter1
Axiomite8
Kolyarut12
Pleroma20

Aeon

Source Bestiary pg. 8
Aeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in its manifestation and works either to shape the multiverse within the aspects of this duality in some way, or to correct imbalances to the perfect order of existence. Aeons can bring weal or woe when they appear in a region, and their machinations can raise a nation, raze it, or restore it from ruin. Their reasons are their own, and they rarely share their motivations with others— they simply create the results they insist through their strange envisioning communication are necessary to maintain the balance of the multiverse.

As a result of recent shifts in reality, aeons have begun to reassert a presence in the perfect planar city of Axis. To the aeons, this is merely the latest in a recurring cycle, albeit one that mortals have not yet borne witness to. Once regarded as an independent faction, the living machines known as inevitables are now revealed as having been agents of the aeons all along, and while inevitables have their own shared themes and features, they are very much living but constructed manifestations of the aeons’ war against imbalance—particularly with regard to how this war is waged against the forces of chaos.

Aeons have a name for this cyclic return, in which they welcome the industrious axiomites back to their fold and bring the inevitables once again under their control: the “Convergence.” At the onset of the Convergence, a council of pleroma aeons appeared in the Eternal City of Axis, where they revealed that axiomites were wayward aeons, split off long ago to pursue the act of creation. With the latest cycle of change it was time for the axiomites and their creations, the inevitables, to rejoin the aeon cause. While most axiomites and inevitables fell in line, realizing perhaps on a fundamental level of reality that what the aeons said was the truth, some refused to heed the call and waited for the wrath of the aeons — but that wrath has yet to come. The dual-natured aeons have responded to those who have declined in confusing ways. With some they treat and even bargain, while a handful of others they have destroyed, and a few have been exterminated by the axiomites and allied inevitables. But most of these quiet insurgents they leave alone, allowing these axiomites to continue to create in peace and the inevitables to continue with their duties. How—or if—this Convergence will end is as little understood as the aeons themselves.