# Abomination, Anaxim
>[!rimg]+
> ![[Placeholder2.png]]
<div class="grid-container"><div class="MON">Anaxim</div>
<div class="CR">CR 22 (614,400 XP)</div>
<div class="SOU">Epic Level Handbook pg. 158</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LN Medium Construct (abomination, lawful)
**Init** +7
**Senses** blindsight 500 ft., darkvision 60 ft., true seeing; **Perception** +43
#### defense
**AC** 37, 17 touch, 30 flat-footed (+7 Dex, +20 natural)
**hp** 380 (38d10); fast healing 15, max hp
**Fort** +12, **Refl** +19, **Will** +17
**Feint** 53, **Demoralize** 53
**Defensive Abilities** abomination traits, construct traits
**DR** 10/chaotic and epic and adamantine
**Immune** magic; **Resist** cold 20, fire 20
#### offense
**Speed** 60 ft., fly 200 ft. (perfect)
**Melee** 2 spinning blades +54 (2d6+12/19-20), 2 slams +45 (1d4+6), shocking touch +45 touch (2d6 electricity)
**Ranged** electricity ray +45 touch (10d6 electricity) or 6 spikes +45 (2d6+12)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** sonic blast, rend (2 spinning blades, 4d6+18)
**Spell-Like Abilities** (CL 22nd; Concentration +27)
> **Constant**— _nondetection_, _true seeing_
> **At will**— _greater dispel magic_, _displacement_, _greater invisibility_, _ethereal jaunt_
> **4/day**— _summon_ (level 9, 1 iron golem at 100%) save DC 15 + spell level
#### statistics
**Str** 35, **Dex** 25, **Con** —, **Int** 10, **Wis** 20, **Cha** 20
**BAB** +38, **CMB** +40, **CMD** 57, **TA** +50, **RTA** +45
**Feats** [[Ability Focus]] (sonic blast), [[Awesome Blow]], [[Blind-fight]], [[Cleave]], [[Critical Focus]], [[Critical Mastery]], [[Devastating Critical]], [[Epic Weapon Focus]] (spinning blade), [[Great Cleave]], [[Greater Weapon Focus]] (spinning blade), [[Improved Bull Rush]], [[Improved Critical]] (spinning blade), [[Improved Initiative]], [[Improved Sunder]], [[Overwhelming Critical]] (spinning blade), [[Power Attack]], [[Staggering Critical]], [[Stunning Critical]], [[Weapon Focus]] (spinning blade)
**Skills** Fly +53, Perception +43
**Languages** Abyssal, Celestial, Infernal; telepathy 1000 ft.
#### special abilities
### Sonic Blast (Ex)
As a standard action, an anaxim can emit a 60-foot cone of sonic energy that deals 20d6 points of sonic damage to all creatures in the area. A successful Reflex save (DC 31) halves the damage. The save DC is Constituion-based.
#### ecology
**Terrain** Any
**Organization** Solitary, binary (pair), or command line (2–5 anaxims and 5–12 iron golems)
**Treasure** Standard
**Advancement** 39–48 HD (Large); 49–55 HD (Huge); 56–70 HD (Gargantuan); 71–140 HD (Colossal)
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 human-sized 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.
### Combat
Anaxims have a variety of attacks forms, including simple slam attacks, a special electricity touch attack, and their favored spinning blades. Foes at a distance of 10 feet or more are subject to spike projectiles, an electricity ray, or a sonic roar.