A god's personal avenger made in the exact image of the sinner it hunts, the aleax can be hurt only by its target, and losing to it means bargaining with your deity.
Each deity has exactly one aleax, a living embodiment of its vengeance, created solely to punish a follower who has strayed from their alignment, skimped on sacrifices, or otherwise angered the god. It is never met by accident.
The aleax is a perfect copy of its quarry: same ability scores, hit points, armor and AC, weapons, magic items and spells, with only the exceptions noted below. Only its quarry sees the shimmering aura around it, colored by the god's alignment. Lawful gods give golden (good), vibrant green (neutral) or deep purple (evil) light. Neutral ones give bright yellow when good, silver when truly neutral, and royal blue when evil. Chaotic deities produce changing hues: rose shifting into blue if good, a kaleidoscope of every shade if neutral, and scarlet blending with indigo if evil.
Everyone else sees an unremarkable stranger of the target's race, so to onlookers it looks like a random brawl. Friends who try to step in find they cannot help, and can only wait for the duel to end.
On arrival it speaks a few words in its god's tongue, which the victim may or may not follow, naming the offense and demanding submission. Then it attacks without mercy, ignoring all pleas.
Anyone who tries to argue with it loses initiative while the aleax closes in. It fights with the target's own weapons, spells and tactics. Only the target can hurt it: it has 100% magic resistance against effects from anyone else and takes no damage from other sources. Suppose a wizard fireballs the aleax that is hunting a priest: the avenger is untouched, though the priest still burns, while the same blast aimed at the aleax hunting the wizard works normally. It also enjoys any magic resistance its quarry has, and regenerates 8 hit points per round.
Nothing that preys on its life force affects it, including possession, magic jar, life draining and vampiric regeneration. It always saves vs. spell against illusions and may try once per round to shake off a charm.
Its weakness is physical weapons: a natural 19 deals double damage and a natural 20 quadruple. Its own hits never gain this multiplier.
An aleax never actually kills. A victim it 'slays' only appears dead; the spirit hangs between life and death, communing with the deity for one last bargain. The god names its price, with no haggling: service, levels, treasure or magic. Refusal means death, and those who choose it cannot be raised. Service is a single quest that even wish cannot break. The god may take up to half the character's levels, and a treasure or magic price strips every possession the character owns, hidden or not. On acceptance the character returns to life automatically, elves included, and the terms take effect at once. The aleax will not come again while the character stays faithful.
If the character wins, fate has ruled against the god: the wrath is canceled for that offense, though new sins can bring new punishment. Part of the aleax's spirit fuses with the victor, granting +1 Intelligence and +1 on surprise rolls, and the visible mark of being aleax-touched adds +1 Charisma. The spirit still struggles for control. Whenever the character faces a situation like the original offense, a save vs. paralyzation is required to avoid being seized by an urge to punish whoever has wronged the god. The urge lasts until the wrongdoers get their punishment or dispel magic breaks it, which clears only that instance.
Aleaxi have no home or culture; they exist only while doing their job and vanish when it is done. A power can field just one at a time, and each defeat slightly weakens the god, so they are reserved for the worst blasphemers or those who truly threaten a deity's realm.
Some sages think an aleax is a splinter of the god's own mind given flesh; others call it a magical being conjured on the spot. Either way, its only purpose is to beat its mortal double and return to its master in triumph.
More: Monsters starting with A · Planescape monsters · All monsters A-Z
| Climate/Terrain | Outer Planes |
|---|---|
| Frequency | Very rare |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | None |
| Intelligence | Genius (17-18) |
| Treasure | Any |
| 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 |