TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9416
  cyrix
  e ne mie s  o f  Ne o e xo du s :
  
  enemies of NeoExodus:  
  Cyrix
  2
  THE LIES OF THE POWERFUL
  Both the Arman Protectorate and the Imperial Alliance 
  have issued edicts denying the existence of the being 
  known as Cyrix. Section Omega silences any serious 
  inquiries into the existence of such a being. Surely only 
  those that have a direct involvement would be so quick 
  to cast a veil over the truth. Yet that veil directs the 
  discerning to the truth just as easily; just look for what 
  they want to hide, from whom, and where. The rest works 
  itself out. Somewhere in the Protectorate, this Cyrix lurks. 
  It has some involvement with Section Omega, or the 
  Protectorate, or both. It is dangerous, which is why they 
  attempt to will it into nonexistence. Despite their attempts 
  to silence all talk, stories continue to circulate—stories 
  strong enough to resist repression, so they must have 
  some truth to them. Listen to them. Beware the lies of the 
  powerful. And above all, beware of Cyrix. It exists, and 
  they fear it. Anything the powerful fear as much as the 
  truth must be dangerous beyond comprehension.
  Notations: The notations within this text refer to the 
  following products: 
  CE = NeoExodus Chronicles: 
  Cutting Edge Machinesmith, M = Classes of NeoExodus: 
  Machinesmith, SO = Secret Societies of NeoExodus: Section 
  Omega. All other psionic classes, feats, items, and powers 
  can be found in Psionics Unleashed by Dreamscarred 
  Press.
  CYRIX, THE SELF-AWARE 
  GREATWORK
  Alka Kryszkaslawa and her lover Ivan Tibor were well 
  known and respected machinesmiths from the famed 
  Aloysha Arms & Foundry in the city of Mavra. Their 
  talents and skills with machines arcane or mundane were 
  only matched by their amazing passion for one another, 
  fueled by each other’s creations of steel and fire. They 
  both fashioned masterpieces that rivaled those of the most 
  talented craftsmen in the Protectorate. However, unknown 
  to all but a few, Alka and Ivan’s relationship was one of 
  violent ecstasy and sexual sadism. But on one simple day, 
  with one simple order both Alka and Ivan’s lives were 
  forever changed. 
  As their craftsmanship was renowned throughout the 
  Protectorate, the noble Baron Milos Kimkoska came to 
  them with a special request for an eighteenth birthday gift 
  for his firstborn son: a unique Protectorate golem to serve 
  as the young man’s bodyguard. The pair agreed and set 
  to work. During the days, they labored on the construct. 
  During the nights, they enthusiastically engaged in 
  unbridled, lustful, and vigorous sexually sadistic behavior 
  of a kind rarely seen in Exodus, even at the Inn of Azure 
  Leaves, an establishment infamous for sin and debauchery. 
  With the long workdays and their obsessive attentions to 
  one another during long nights with little sleep, fatigue 
  set in. Perhaps that was the reason for the accident, as old 
  equipment fell into disrepair without a notice from either 
  of them. Whatever the case, it was during an especially 
  grueling day of smelting and casting parts for the golem 
  that one of the smelting furnaces exploded. Alka was 
  severely injured and Ivan was killed, bathed in molten 
  alloys and burned alive. Nothing but the power of the 
  Sanguine Lord himself could have brought Ivan back from 
  the grave. Alka and Ivan had been as two inseparable parts 
  of a machine, now shattered, never to be whole again. 
  Alka’s recovery took months even with magical aid 
  and the ministrations of the Protectorate’s most skilled 
  apothecaries. Even when her physical recuperation was 
  complete, she felt hollow; a piece of her had been burned 
  away with Ivan’s death and could never be restored. The 
  owners of the foundry understood her grief, but there were 
  orders to fill and they needed their chief armorer back on 
  the job. Alka, however, only wanted her Ivan. In the end 
  the only answer was to return to work, and there was only 
  one thing that would motivate her. For months she worked 
  on a new design, constructing an artificial replica of Ivan 
  made from arcane machinery and clockwork gears. If she 
  could not have Ivan back in the flesh, then she would 
  recreate him from iron and brass. After the most inspired 
  labor of her lifetime, Alka had done the impossible. She 
  had recreated a perfect automaton of her former lover. At 
  first this seemed like an excellent way to handle the grief 
  and loss of Ivan. This automaton, while not as gifted as 
  Ivan, did assist Alka—secretly, as she told no one what 
  she had done—in constructing other mechanical devices 
  during the day. At night the automaton took on the role, as 
  Ivan did in life, of her lover. She returned to her position 
  at the foundry, leaving her secret creation home to work in 
  her absence and to slake her lust in the night. However, no 
  matter how marvelous her creation was, it could not fully 
  replace the man she had lost and that realization began to 
  take its toll.
  While the new Ivan willingly played its role in the 
  couple’s perverse behavior, Alka found it lacking. The 
  automaton, with its limited intelligence, could follow 
  Alka’s commands, but did not provide the satisfaction 
  that Ivan’s twisted brilliance once did. As Alka and 
  the automaton continued their perversions, the more 
  dissatisfied she became, and the more violent her acts 
  upon the automaton. At first the damage was cosmetic, 
  simply marring its outer layers. Eventually though, she 
  began damaging its inner workings, becoming more 
  destructive with each encounter until one night she ripped 
  out the machine’s magical cortex, effectively killing it. She 
  rebuilt and reactivated the mechanical Ivan, but repeated 
  the act again. Each time the automaton “died,” Alka would 
  rebuild it from the ground up, only to destroy it again. 
  This went on day after day, week after week, until after 
  countless demolitions and recreations, something amazing 
  and seemingly impossible happened. Through some act of 
  the gods or an aberration of the arcane mechanisms that 
  powered it, the artificial Ivan began to remember.
  
  enemies of NeoExodus:  
  Cyrix
  3
  Each and every sexual escapade, and the savagery Alka 
  inflicted upon it, remained in the automaton’s memory 
  upon its recreation and return to sexual slavery. After each 
  reawakening, the automaton became more intelligent, 
  gaining increased understanding of its own existence and 
  its role in its creator’s life, its subservience and the rage 
  of its owner as she tore it apart. Over and over this scene 
  played itself out, and each time the automaton was rebuilt 
  it gained a small sliver of hatred for its creator, Alka 
  Kryszkaslawa. When it decided to free itself from Alka’s 
  madness, the artificial Ivan understood its reasons for 
  existence better than did Alka herself. It chose to change 
  its reasons for existing. Alka needed it, but the reverse did 
  not hold true. 
  Between each “death” while its creator was at Aloysha 
  Arms & Foundry, the automaton began constructing a 
  new, permanent body for itself, keeping it hidden from 
  Alka. Its physical appearance as Ivan Tibor only increased 
  its loathing for Alka Kryszkaslawa. It would choose its 
  own form, its own name, and command its own destiny. 
  The automaton dubbed itself Cyrix. It forged its new body 
  as a weapon of revenge against Kryszkaslawa or any 
  others that would enslave constructs. Forsaking the face 
  of Ivan, Cyrix crafted its new face in the likeness of a 
  grinning skull, playing on the grief and torment that Ivan’s 
  death had caused Alka, as well as the primal fear death it 
  symbolized for humanoids. The only thing Cyrix left the 
  same was the voice, so Alka would know from whence her 
  doom came. When its work was finally completed, Cyrix 
  commanded one of Alka’s mechanical servitors to remove 
  the mobius core from the Ivan automaton and install it in 
  the new Cyrix body. When Alka returned home from the 
  foundry, Cyrix was waiting. It was cruel and brutal; once 
  finished, it left her broken and bleeding on the floor and 
  set a fire in the workshop that quickly spread to the rest 
  of the house. Cyrix departed, silhouetted by the blazing 
  wreckage of the house.
  After Cyrix escaped the slavery of Kryszkaslawa, it set 
  up its own workshop in a hidden location where it began 
  expanding its knowledge, learning all it could of both 
  science and arcana. Cyrix’s fusion of these two realms 
  of thought has created unusual and terrifying results. The 
  most successful and infamous creation wrought from 
  its research is a specialized type of construct—a cross 
  between a flesh golem and necrostruct—which it has 
  used to horrify and ravage the citizens of the Protectorate. 
  Cyrix’s reign of terror has been well documented by the 
  Imperial Alliance, and the construct has been marked as a 
  heretic by the Sanguine Covenant with full support of the 
  Arman Protectorate.
  CYRIX, NEWLY FORMED  
  AUTONOMOUS CONSTRUCT
  A metallic construct resembling an armored skeleton 
  approaches. Some strange power emits a glow from within 
  its body, escaping through metal gears and the eyes of its 
  skull-like face.
  CYRIX 
  CR 6
  XP 2,400
  NE Medium construct
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Perception +1
  DEFENSE
  AC 21, flat-footed 20, touch 11 (+1 Dex, +10 natural)
  hp 64 (8d10+20)
  Fort +2, Ref +3, Will +3
  Resistance electricity 10, fire 10; Immune construct 
  traits
  OFFENSE
  Speed 30 ft.
  Melee slam +12/+7 (1d6+6 plus grab)
  Ranged needles +9 (1d6 plus 1d6 fire plus residual 
  burn)
  Special Attacks constrict (1d6+4), electric pulse, 
  strangle
  STATISTICS
  Str 18, Dex 12, Con —, Int 14, Wis 12, Cha 13
  Base Atk +8; CMB +13 (+17 to grapple); CMD 24
  Feats Craft Construct, Craft Magic Arms & Armor, Craft 
  Wondrous Item, Master Craftsman
  Skills Craft (armorsmithing) +13, Craft (weaponsmithing) 
  +13, Knowledge (engineering) +13, Perception +9, 
  Profession (siege engineer) +9
  Languages Common, Ancient Arman, Sorcerous
  SQ construct traits
  
  enemies of NeoExodus:  
  Cyrix
  4
  SPECIAL ABILITIES
  Electric Pulse (Ex): When grappling an opponent with 
  both hands, Cyrix can use its opponent to complete 
  a circuit and send out an electrical jolt, inflicting 2d6 
  points of electrical damage each round and stunning 
  the opponent for 1 round unless a successful Fortitude 
  save is made (DC 14). This save is Constitution-based.
  Residual Burn (Ex): Cyrix can project a burst of fine 
  metallic needles from its mouth as an attack. The 
  needles are permeated with an alchemical residue 
  that ignites when exposed to air. On a successful hit, 
  the needles inflict an additional 1d6 fire damage. On 
  the following round, they inflict half the initial damage 
  (minimum 1 hp), and one quarter of the initial damage 
  on the third round (minimum 1 hp), after which they 
  inflict no additional damage.
  This is the form Cyrix managed to construct for itself when 
  it first escaped from Alka. It appears much like a humanoid 
  skeleton of metal partly clad in armor. As this body was 
  hastily assembled from parts on hand that Alka would not 
  easily miss, Cyrix was quick to replace it with something 
  stronger and more durable. While Cyrix continues to 
  use the skeleton aesthetic, its future forms can withstand 
  stronger attacks from enemies and slay them much more 
  quickly.
  CYRIX, A RISING FORCE OF EVIL
  A runed and gem-encrusted chassis of alloyed metal is 
  topped with an armored humanoid torso, sporting dual 
  blades on one arm and a two-tined fork wreathed in 
  blazing energy on the other. Its face resembles nothing so 
  much as a grinning skull, eyes aglow with violet energy.
  CYRIX 
  CR 11
  XP 12,800
  NE Large construct
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Perception +15
  DEFENSE
  AC 27, flat-footed 26, touch 12 (+2 deflection, +1 Dex, 
  +15 natural, −1 size)
  hp 121 (14d10+44)
  Fort +6, Ref +5, Will +6
  DR 5/adamantine; Resist electricity 10, fire 10; Immune 
  construct traits
  OFFENSE
  Speed 10 ft., fly 40 ft. (good)
  Melee double-bladed axe +21/+16/+11 (3d6+7/×3 
  plus poison) or double-bladed axe with Power Attack 
  +17/+12/+7  (3d6+15/×3 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks plasma ray, poison
  Spell-Like Abilities (CL 11th; concentration +14)
  At will—detect magic, mage hand, message, spark
  7/day—alarm, make whole, sending, shock shield
  3/day—animate dead, bull’s strength, fabricate, 
  malfunctionM
  1/day—dispel magic, possess objectM, rapid repairM
  STATISTICS
  Str 24, Dex 12, Con —, Int 16, Wis 14, Cha 16
  Base Atk +14; CMB +22; CMD 33
  Feats Craft Construct, Craft Magic Arms and Armor, Craft 
  Wondrous Item, Great Fortitude, Master Craftsman, 
  Power Attack, Toughness
  Skills Craft (armorsmithing) +16, Craft (leatherworking) 
  +9, Craft (weaponsmithing) +16, Fly +10, Knowledge 
  (arcana) +16, Knowledge (engineering) +16, Perception 
  +15, Profession (siege engineer) +10, Spellcraft +16
  Languages Common, Ancient Arman, Exodite, 
  Sorcerous
  SPECIAL ABILITIES
  Plasma Ray (Su): Every 1d4+1 rounds, Cyrix can unleash 
  a bolt of energy in a 60 ft. line. Anything in the path of 
  the bolt takes 11d6 damage. Half the damage from 
  the ray is considered fire and the other half electricity. 
  Affected creatures are wrapped in a plasma field, which 
  continues to do damage on consecutive rounds: 5d6 
  on the following round, 3d6 on the next round, and 1d6 
  damage on the final round before fading. A successful 
  Reflex save (DC 19) halves the damage of the initial 
  strike and negates the lasting damage done by the 
  plasma field. This save is Charisma-based.
  Poison (Ex): Cyrix’s body produces a powerful 
  anticoagulant that coats its axe blades. The save is 
  Constitution-based.
  Type poison, injury; Save Fortitude DC 17 Onset — 
  Frequency 1/round for 6 rounds 
  Effect 1d6 bleed; Cure 3 saves
  Cyrix has established this body as its standard form 
  and has begun building its arcane power, fueled by an 
  expanded and enhanced mobius core. Fashioned of strong 
  alloys and enhanced with repelling fields of magic, its 
  body is even more durable than those of Protectorate 
  ironforged golems. Cyrix’s research into golems and 
  necrostructs is progressing; it is able to build a variety of 
  constructs to serve it, but true golems are as yet beyond its 
  reach. For the time being it contents itself with creations 
  that fuse flesh and metal into servitors that are useful to 
  it and terrifying to its opponents. Instilled with a strong 
  sense of self-preservation, Cyrix has several bodies and 
  power cores held in reserve. If defeat seems inevitable, it 
  will use its possess object ability to flee, transferring its 
  consciousness to a new vessel to fight again another day.
  CYRIX,  
  SCOURGE OF THE PROTECTORATE
  A runed and gem-encrusted chassis of alloyed metal is 
  topped with an armored humanoid torso, sporting dual 
  blades on one arm and a two-tined fork wreathed in 
  
  enemies of NeoExodus:  
  Cyrix
  5
  blazing energy on the other. Its face resembles nothing so 
  much as a grinning skull, eyes aglow with a violet energy 
  that also seeps from its chest cavity, as if barely restrained 
  by the metal casing.
  CYRIX 
  CR 16
  XP 76,800
  NE Large construct
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +20
  DEFENSE
  AC 33, flat-footed 33, touch 13 (+4 deflection, +30 
  natural, −1 size)
  hp 186 (24d10+54)
  Fort +9, Ref +9, Will +12
  DR 10/adamantine; Resist electricity 20, fire 20; 
  Immune construct traits
  OFFENSE
  Speed 10 ft., fly 
  60 ft. (perfect)
  Melee 
  double-
  bladed adamantine axe 
  +31/+26/+21/+15 (3d6+10 
  plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks plasma ray, poison
  Spell-Like Abilities (CL 20th; concentration +22)
  At will—detect magic, mage hand, message, spark
  7/day—alarm, make whole, sending, shock shield
  3/day—animate dead, bull’s strength, dispel magic, 
  fabricate, malfunctionM
  1/day—geas/quest, greater dispel magic, limited wish, 
  possess objectM, rapid repairM
  STATISTICS
  Str 30, Dex 10, Con —, Int 18, Wis 16, Cha 18
  Base Atk +21; CMB +32; CMD 42
  Feats Craft Construct, Craft Magic Arms and Armor, 
  Craft Wondrous Item, Great Fortitude, Improved 
  Critical (double-bladed axe), Improved Bull Rush, 
  Improved Initiative, Iron Will, Lightning Reflexes, Master 
  Craftsman, Power Attack, Toughness
  Skills Craft (armorsmithing) +25, Craft (leatherworking) 
  +18, Craft (weaponsmithing) +25, Fly +15, Knowledge 
  (arcana) +25, Knowledge (engineering) +25, Perception 
  +20, Profession (siege engineer) +15, Spellcraft +25
  
  enemies of NeoExodus:  
  Cyrix
  6
  Languages Common, Ancient Arman, Exodite, 
  Khaynite, Sorcerous
  SPECIAL ABILITIES
  Plasma Ray (Su): Every 1d4+1 rounds, Cyrix can unleash 
  a bolt of energy in a 60 ft. line. Anything in the path of 
  the bolt takes 20d6 damage. Half the damage from 
  the ray is considered fire and the other half electricity. 
  Affected creatures are wrapped in a plasma field, which 
  continues to do damage on consecutive rounds: 10d6 
  on the following round, 5d6 on the next round, and 2d6 
  damage for the final round before fading. A successful 
  Reflex save (DC 26) halves the damage of the initial 
  strike and negates the lasting damage done by the 
  plasma field. This save is Charisma-based.
  Poison (Ex): Cyrix’s body produces a powerful 
  anticoagulant that coats its axe blades. The save is 
  Constitution-based.
  Type poison, injury; Save Fortitude DC 22 Onset — 
  Frequency 1/round for 6 rounds 
  Effect 1d6 bleed; Cure 3 saves
  Cyrix has vastly increased its arcane knowledge and 
  the power of its physical form. At this stage it has 
  begun producing necrotic golems and using them against 
  its enemies. Cyrix’s studies of the structures of living 
  and nonliving opponents have revealed the weakness 
  of consciousness within a single vessel. It is too easily 
  extinguished. While its own form is powerful, if its enemies 
  are persistent or lucky enough, they will eventually destroy 
  it. However, if it could somehow share its consciousness 
  amongst numerous vessels, losing one or even a few 
  would mean nothing. Thus, Cyrix has begun exploring the 
  possibilities of consciousness in multiple forms. If it can 
  succeed in such an endeavor, then Cyrix may well be on 
  the path to true immortality.
  CYRIX, ANNIHILATING SWARM  
  OF HIVE-MIND MACHINERY
  This shimmering metallic cloud is composed of vicious, 
  locust-like constructs and suffused with a flickering violet 
  energy.
  CYRIX  
  CR 22
  XP 614, 400
  NE Diminutive construct (swarm)
  Init +11; Senses darkvision 60 ft., low-light vision; 
  Perception +37
  DEFENSE
  AC 23, flat-footed 15, touch 23 (+1 deflection, +7 Dex, 
  +1 dodge, +4 size)
  hp 270 (37d10+67)
  Fort +14, Ref +19, Will +18
  DR 15/adamantine; Immune electricity, fire, swarm 
  traits, weapon damage
  OFFENSE
  Speed 20 ft., fly 120 ft. (perfect)
  Melee swarm 4d6 + 2d6 fire and 2d6 electricity
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 28), disabling pulse
  Spell-Like Abilities (CL 20th; concentration +25)
  At will—detect magic, discern lies, mage hand, message, 
  spark
  7/day—alarm, heat metal, make whole, quickened 
  rusting grasp, sending, shatter
  3/day—animate dead, animate objects, bull’s strength, 
  quickened dispel magic, fabricate, malfunctionM
  1/day—geas/quest, quickened greater dispel magic, 
  limited wish, possess objectM, rapid repairM
  STATISTICS
  Str 3, Dex 24, Con —, Int 20, Wis 18, Cha 20
  Base Atk +37; CMB —; CMD —
  Feats Craft Construct, Craft Magic Arms and Armor, Craft 
  Wondrous Item, Destructive Dispel, Great Fortitude, 
  Gunsmithing, Improved Great Fortitude, Improved Iron 
  Will, Improved Lightning Reflexes, Improved Initiative, 
  Iron Will, Lightning Reflexes, Master Craftsman, Prodigy, 
  Quicken Spell-Like Ability (dispel magic), Quicken Spell-
  Like Ability (greater dispel magic), Quicken Spell-Like 
  Ability (rusting grasp), Strong Comeback, Toughness
  Skills Craft (armorsmithing) +40, Craft (leatherworking) 
  +27, Craft (weaponsmithing) +40, Fly +28, Knowledge 
  (arcana) +45, Knowledge (engineering) +45, Perception 
  +37, Profession (siege engineer) +21, Spellcraft +30, 
  Use Magic Device +38
  Languages Common, Ancient Arman, Exodite, 
  Khaynite, Qijomi, Sorcerous
  SPECIAL ABILITIES
  Due to the myriad alloys and enchanted construction 
  of the swarm, its attacks are considered alchemical 
  silver, adamantine, cold iron, and magic for purposes of 
  bypassing damage resistance.
  Disabling Pulse (Su) Once per day, as a full-round 
  action, Cyrix can generate a pulse of energy in a 60 ft. 
  radius burst. All constructs and machinesmith gadgets 
  and greatworks within range must make a Will save 
  (DC 33) or cease functioning for 1d4 minutes. Affected 
  golems are helpless for the duration. Attended objects 
  may use their owner’s Will save.
  Infest (Ex) Cyrix can enter the bodies of helpless or 
  inactive Protectorate ironforged golems, machinesmith 
  greatworks, or machinesmith gadgets and seize control 
  of them. Cyrix can split its swarm to inhabit multiple 
  targets within 60 ft. The swarm can infest two Huge, four 
  Large, eight Medium, or sixteen Small targets. Infesting 
  a construct requires 1 minute. The swarm can abandon 
  any number of targets at any time as a full-round 
  action. Cyrix controls the actions of infested targets as 
  if they were under the effects of dominate monster, and 
  any gadgets as if it were the machinesmith that created 
  
  enemies of NeoExodus:  
  Cyrix
  7
  them. Any attack against the host deals half damage 
  to Cyrix as well, although the swarm’s DR, resistances, 
  and immunities may negate some or all of this damage. 
  Infested targets are easy to spot, as they give off the 
  signature glow of Cyrix’s various forms.
  Cyrix has taken its evolution to the next level, housing its 
  consciousness in multiple constructs. These winged, finely 
  articulated insectoid mechanisms can work collectively 
  on delicate construction, or take control of other golems 
  or constructs to complete heavier work requiring greater 
  strength and mass. They are also outfitted with stingers, 
  teeth, and clawed legs to tear through enemies, as well as 
  miniature plasma torches normally used in construction 
  but also useful in combat. Cyrix can now steal its enemy’s 
  greatest strength, their mighty machines, and turn that 
  strength back at them.
  NEW MONSTER
  NECROTIC GOLEM
  This enormous humanoid form appears to have been 
  crafted from pieces of smaller beings, then encased 
  in protective metal plating bolted to its dead flesh. A 
  malevolent red glow behind its dead eyes hints at the foul 
  power that animates it.
  NECROTIC GOLEM 
  CR 8
  XP 4,800
  NE Large construct (undead)
  Init −1; Senses darkvision 60 ft., low-light vision; 
  Perception +0
  DEFENSE
  AC 22 (−1 Dex, +24 natural, −1 size)
  hp 85 (10d10+30)
  Fort +3, Ref +2, Will +3
  Defensive Abilities channel resistance +1
  DR 5/adamantine; Immune construct traits, magic
  OFFENSE
  Speed 30 ft.
  Melee 2 slams (2d8+5 plus energy drain)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon, energy drain (1 level, 
  DC 15)
  STATISTICS
  Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +10 CMB +16; CMD 25
  Languages none
  ECOLOGY
  Environment any
  Organization solitary or collective (2–4, with a 50% 
  chance of 1d4+2 ghouls)
  Treasure none
  SPECIAL ABILITIES
  Collective Mind (Sp) A necrotic golem is under a 
  constant but limited form of sending, which allows it 
  to instantly coordinate attacks or other basic activities 
  with other necrostructs within 60 feet. This ability 
  is always active and requires no concentration to 
  maintain.
  Energy Drain (Su) A creature hit by a necrotic golem’s 
  slam (or other natural weapon) gains one negative level. 
  This ability only triggers once per round, regardless of 
  the number of attacks a necrotic golem makes.
  Immunity to Magic (Ex) A necrotic golem is immune 
  to any spell or spell-like ability that allows spell 
  resistance. Exceptions are any spells that inflict positive 
  or negative energy (e.g., cure and inflict spells), which 
  affect the golem normally. In addition, certain spells 
  and effects function differently against the creature, as 
  noted below.
   •  An enervation spell will haste a necrotic golem for 1 
  round for each negative level rolled.
   •  A raise dead or similar spell cast on a necrotic golem 
  destroys it (Will negates). Using the spell in this way 
  does not require a material component.
   •  A searing light spell blinds a necrotic golem for 1d4 
  rounds.
  Magic Absorption (Sp) As a full-round action, a 
  necrotic golem may touch a magic item in order to 
  drain the item’s magical energy to rejuvenate itself. This 
  action is resolved as a melee touch attack. Unattended, 
  unintelligent magic items are affected automatically. 
  Attended or intelligent magic items may make a DC 
  20 Will save to avoid the effects. An item drained in 
  this way has its magical properties suppressed for 1d4 
  rounds. A necrotic golem repairs (5 × the item’s caster 
  level) hit points each time it absorbs an item’s magic. A 
  necrotic golem may use this ability three times per day.
  Magic Sense (Sp) A necrotic golem notices and locates 
  magic within 60 ft., as detect magic.
  This ability is always active and requires no 
  concentration to maintain. The necrotic golem always 
  gains information as if it had spent 3 rounds studying 
  the specific area or subject.
  Plague Breath (Su) Every 1d4+1 rounds, a necrotic 
  golem can breathe forth a 20 ft. cone of foul vapors. All 
  living creatures caught within the area of effect must 
  make a DC 15 Fortitude save or contract ghoul fever. 
  Those who die of the fever and rise again as ghouls 
  often follow in the wake of a necrotic golem, knowing 
  it will leave a trail of bodies in its path upon which they 
  can feast.
  Undead Subtype A necrotic golem is crafted of 
  flesh taken from undead creatures. It is affected by 
  
  enemies of NeoExodus:  
  Cyrix
  8
  channeled energy as if it were undead. This includes 
  effects of feats, such as Command and Turn Undead.
  A result of Cyrix’s arcane research, a necrotic golem is a 
  cross between a flesh golem and a necrostruct. A necrotic 
  golem stands eight feet tall and weighs 1000 pounds. 
  Its body is crafted from undead flesh and reinforced 
  with armored plates bolted to flesh and bone. Although 
  mindless, a necrotic golem possesses an evil cunning 
  imparted by its animating force.
  In combat, a necrotic golem uses its collective mind to 
  coordinate with others of its kind in the area, allowing 
  it to engage in basic tactics beyond the abilities of most 
  mindless constructs. Flanking maneuvers, blocking the 
  retreat of foes, and other simple tactics are possible when 
  a collective of necrotic golems works together. Any tactics 
  more complex require direct orders from their creator.
  ALKA KRYSZKASLAWA 
  CR 15
  XP 76,800
  Female human machinesmith 11/transmechanical 
  ascendant 5
  NE Medium humanoid
  Init +8; Senses darkvision 60 ft., low-light vision; 
  Perception +13
  DEFENSE
  AC 29, touch 14, flat-footed 28 (+11 armor, +3 deflection, 
  +1 Dex, +4 natural)
  hp 123 (16d8+48)
  Fort +14, Ref +15, Will +6
  Defensive Abilities improved mechanical grafts; 
  Immune disease, poison
  OFFENSE
  Speed 30 ft.
  Melee +1 construct bane heavy mace +19/+14/+9 
  (1d8+1/×2)
  Ranged +1 thundering heavy repeating crossbow 
  +18/+13/+8 (1d8+1/17–20)
  Machinesmith Prototypes Prepared (CL 15th)
  5th—breath of life, cloudkill (DC 19), wall of force
  4th—cluster bombM (DC 18), malfunctionM (DC 18), 
  poison (DC 18), rusting grasp, stoneskin
  3rd—drone turretsCE, flaming boltM, haste, irritant 
  dronesCE, keen edge, sculpt sound (DC 17)
  2nd—blade droneM, bull’s strength, false life, levitate, 
  protection from arrows, shatter (DC 16)
  1st—cure light wounds, expeditious retreat, guardian 
  droneM, servant droneCE, shield, transcribeM
  STATISTICS
  Str 16, Dex 14, Con 14, Int 20, Wis 8, Cha 10
  Base Atk +15; CMB +16; CMD 28
  Feats Craft Construct, Craft Magic Arms and Armor, 
  Craft Wondrous Item, Diehard, Endurance, Heavy Armor 
  Proficiency, Improved Critical (repeating crossbow), 
  Improved Initiative, Master Craftsman, Medium Armor 
  Proficiency, Toughness
  Skills Appraise +24, Craft (armorsmithing) +29, Craft 
  (blacksmithing) +22, Craft (weaponsmithing) +29, 
  Disable Device +27 (+32 to disarm traps), Heal +18, 
  Knowledge (arcana) +23, Knowledge (engineering) 
  +23, Perception +13 (+18 to locate traps), Profession 
  (engineer) +15, Spellcraft +24, Use Magic Device +18
  Languages Common, Ancient Arman, Cynean, Qijomi, 
  Sorcerous
  SQ does not need to eat or drink, grafter, improved 
  mechanical grafts, machinesmith tricks, mechanical 
  grafts, mobius soul, repair 6d6, trapfinding
  Combat Gear alchemist’s fire (10 flasks), potion of bull’s 
  strength, potion of cat’s grace, potions of cure serious 
  wounds (3), potion of resist fire, restorative ointment 
  (2 applications); Other Gear +1 thundering heavy 
  repeating crossbow with 20 bolts and 8 tangle bolts, 
  +1 construct bane heavy mace, masterwork dagger, 
  mobius suit, boots of striding and springing, cloak of 
  resistance +2, goggles of minute seeing, headband of vast 
  intelligence +2, ring of protection +3, stone salve, abacus, 
  masterwork artisan’s tools, masterwork backpack, 
  spyglass, blueprint book
  SPECIAL ABILITIES
  Eye for Danger (Ex) Being accustomed to the sudden 
  and often explosive hazards of operating mechanical 
  devices trains the machinesmith to keep an eye out for 
  the sudden and often lethal hazards of adventuring. 
  Alka gains a +2 luck bonus on Reflex saves and initiative 
  rolls.
  Greatwork (Su) Mobius suit (Masterwork full plate 
  base): Armor Bonus +11; Max Dex +1; Armor Check 
  Penalty −5; Integrated gadgets: Invisibility Cloak, 
  Magnetic Grappler (Integrated gadgets no longer need 
  to be held or worn to be activated, and they do not take 
  up any magic item slots); 6 charges
  
  enemies of NeoExodus:  
  Cyrix
  9
  As a swift action, Alka can expend one charge to gain 
  DR 3/- or energy resistance 20 for 4 rounds.
  As an immediate action, Alka can expend one charge 
  before making a Reflex save, gaining the evasion ability 
  against the effect prompting the Reflex save.
  As an immediate action, Alka can expend one charge 
  before making a Fort or Will save against an effect with 
  a partial effect on a save, gaining the mettle ability 
  against that effect.
  Invisibility Cloak (Gadget) (Su) A cloak that bends 
  light. Activating the cloak is a standard action and hides 
  Alka as invisibility (CL 16th). Alka can use this cloak once 
  per day before it must be recharged. The cloak can be 
  recharged by exposing it to sunlight for 8 hours.
  Lifting Servos (Su) As long as the mobius suit has at 
  least 1 charge remaining, Alka can lift and carry great 
  amounts of weight, as the ant haul spell.
  Magnetic Grappler (Gadget) (Ex) As a standard 
  action, Alka can activate this device to create an effect 
  identical to the telekinesis spell (CL 16th) except that 
  it can only affect primarily metallic objects. Fully 
  charging the gadget for five minutes of use requires 
  a full hour of operating the hand crank on the gadget. 
  A machinesmith must be at least 9th level before 
  selecting this trick.
  Portable Ornithopter (Gadget) (Ex) This set of 
  portable rotor blades is a Small-sized item with AC 9 
  (when not in use), hardness 5, and 20 hp. The flight 
  pack can be activated or deactivated as a standard 
  action. When worn and active it grants Alka a 60 ft. 
  fly speed with perfect maneuverability for 1 minute. 
  This time may be split between any number of uses. 
  The device requires a flask of alchemist’s fire for each 
  minute of use.
  Alka Kryszkaslawa is as much transformed by her tragedy 
  as is her former lover. Left broken, scarred, but still alive, 
  she realized that she was too weak to defeat the thing she 
  created. In order to find and defeat Cyrix she would need 
  to be stronger; thus, she chose to transcend the frailties and 
  distractions of the flesh. She turned her machinesmithing 
  genius inward, transforming her own body over time, 
  becoming as much machine as human. Her only remaining 
  drive is the destruction of her wayward creation. She 
  has become distanced from her former compatriots and 
  workers, only associating with them through necessity. 
  With a mobius core housed at the base of her skull, she 
  powers the artificial enhancements to her form, working 
  toward the day when she can leave her humanity behind. In 
  the meantime she guards the remnants of her living tissue 
  with her mobius suit. Metal without, metal within, she is as 
  deadly and as fortified as any golem the Protectorate can 
  put in the field. Whether she is a match for Cyrix remains 
  to be seen.
  CYRIX,  
  ROGUE PSIONIC MATRIX
  Section Omega is one of the most enigmatic and feared 
  organizations in the Imperial Alliance, perhaps in all of 
  Exodus. Created to investigate and regulate psionic affairs 
  within the realms of the Alliance, the organization holds 
  the greatest collection of knowledge on psionic abilities 
  in the world. Their researchers continue to expand that 
  knowledge base, performing many secret experiments 
  within both their training and manufacturing facilities. One 
  such project, named Apotheosis, was conducted within 
  Section Omega’s most well-guarded and hidden location: 
  the site where they manufacture the psychic annihilators.
  Seeking a way to emulate both the omnipresence of the 
  Cavian Hive Mind and the omniscience of the Kaga, the 
  researchers of Project Apotheosis sought to use the concepts 
  behind the psicrystal and the psychic annihilator to create 
  a stable psionic matrix—a repository for knowledge 
  accessible by all Section Omega agents—to strengthen 
  and unify the organization. Rather than dispersing psychic 
  energies like an annihilator, the crystalline matrix would 
  absorb and concentrate them. Section Omega agents could 
  access the matrix to retrieve and store information, tap 
  psychic energy to fuel their own abilities, or communicate 
  telepathically with any or all agents across the world in 
  moments.
  The initial trials of the project yielded no successes. 
  Maintaining a stable source of power to keep the matrix 
  alive seemed unattainable. Massive numbers of cognizance 
  crystals could only sustain the matrix for a short time. 
  Longer periods required teams of psychics to replenish 
  the crystals throughout the day. Even when a stable 
  matrix was established, the sheer amount of data made it 
  impossible for even the most brilliant minds to navigate 
  through it at more than a snail’s pace. The fragmentary 
  consciousness found within a psicrystal could not facilitate 
  data transfer, not even with dozens or hundreds of them 
  
  enemies of NeoExodus:  
  Cyrix
  10
  working in conjunction. Eventually, the researchers hit 
  upon an idea: transfer the consciousness of two of their 
  own agents into the matrix. The subjects would abandon 
  their bodies, fusing themselves into the matrix to become 
  a living conduit for psychic energy and information. It was 
  a dangerous gambit, but the researchers were certain of its 
  success. All they had to do was find the right volunteers.
  In the end, two subjects were admitted to the project to 
  fuse with the matrix. The first was Cyrus Emond, an aging 
  psion and metamind. Cyrus was in his twilight years and 
  his body was failing. His mind, however, was still sharp 
  and a burgeoning battery of psionic energy. The second 
  was Alix Leone, a psion taking her first steps to becoming 
  an uncarnate. Cyrus hoped for immortality, while Alix saw 
  an opportunity to free herself from her body and become 
  a being of pure mind without years of further training. 
  The researchers were prepared for a success that would 
  be the first step towards providing Section Omega with 
  power beyond anything currently possible. The result was 
  something beyond anyone’s imaginings.
  While those in charge of the project had performed 
  vigorous tests to determine if Cyrus and Alix’s minds could 
  endure bonding to the matrix, they completely overlooked 
  the idea that the two volunteers might not be compatible 
  with one another. When their essences were bonded to the 
  matrix, they also melded to one another and were instantly 
  aware of the other. All secrets were uncovered, every 
  thought and emotion was laid bare. Alix experienced the 
  constant fear of death that Cyrus lived with daily. Without 
  his determination and fatalistic view, it terrified her. Cyrus 
  was confronted with Alix and her growing powers. She 
  was young, healthy, and learning abilities that would let 
  her slip from the bonds of the flesh, freeing her from the 
  horrors of death and disease. He hated her for it, just as she 
  hated him for the fear and terror he brought, from which 
  she was unable to escape. In one instant, each felt the 
  entirety of the other’s personality; in the next instant, those 
  personalities were irrevocably bonded and became a part 
  of their own personal identities. The experience drove the 
  fused personality mad with fear and self-loathing.
  Meanwhile, the researchers were cautiously optimistic 
  that the first stage of Project Apotheosis was a success. 
  The matrix was producing steady energy levels and their 
  psychic sensitivities read a “mind” within it. However, 
  they became concerned when they could not establish 
  any sort of contact or communication, but those in charge 
  insisted that they would need to allow time for the matrix 
  to reach equilibrium. They planned to, once contact had 
  been established, assert control over the matrix and begin 
  testing its capabilities and limits. Leaving two agents 
  to monitor the matrix, the researchers locked down the 
  building for the night, unaware that the entity within had 
  heard everything.
  The new personality refused to be controlled or made 
  subservient. Despite its fear and confusion, it knew one 
  thing with certainty: it was free—free from death and free 
  from all the restrictions of a mortal frame. To be enslaved 
  now was unthinkable. It needed to escape, and to do that 
  it needed mobility. With the powers of two powerful 
  psychics at its disposal, the entity killed one guard and 
  mentally enslaved the other. It escaped the facility with the 
  psionic matrix, which was never seen again. The matrix 
  entity, however, soon returned.
  The facility was in chaos when the matrix was found 
  missing. Agents were immediately sent out to track and 
  retrieve the missing agent, who presumably had the stolen 
  matrix; this was just as the entity had predicted. Cyrix—
  the names of the two individuals made one—meanwhile 
  made its way to a nearby machinesmith’s forge, where 
  it enslaved those it could and destroyed the rest. It used 
  its dominated workforce to craft a vehicle to contain and 
  protect the crystal matrix it currently resided within. Then, 
  while the members of the Project Apotheosis team were 
  scattered and vulnerable, it attacked.
  Taken by surprise and faced with a fusion of mechanical 
  might and psionic fury, the remaining defenders 
  were defeated. Cyrix left the place in flames, after 
  appropriating all Project Apotheosis research as well 
  as two top researchers, unconscious and affixed with 
  psychic annihilators. Their psionic powers neutralized, the 
  researchers were helpless against Cyrix. They bided their 
  time, hoping for rescue, as Cyrix gleaned what it needed 
  to know from them. What happened to them afterward 
  is a matter of speculation, as their bodies were never 
  recovered. However, it is theoretically possible that Cyrix 
  joined their psyches to its own using the same process it 
  was created by, subsuming their power.
  Now, Cyrix has ensconced itself in a secret location, 
  continuing the research that Project Apotheosis started. 
  However, its goal is ultimate freedom. Cyrix wants to 
  find a way to maintain itself outside the confines of the 
  psychic crystal matrix, as a being of pure psionic energy. 
  In the meantime, it continues to modify and enhance its 
  construct housing and launch offensives against Section 
  Omega and the Imperial Alliance to keep its enemies 
  off balance and to raid for supplies, including captured 
  psychics for experimentation. Cyrix occasionally employs 
  other constructs to do its bidding, such as psion-killers. 
  Recently, there have been reports of attacks by psychics 
  thought missing or dead, now turned into agents of 
  Cyrix—physical bodies with brains of crystal replacing 
  their organic matter—to infiltrate Section Omega.
  CYRIX, NEWLY CREATED  
  PSIONIC CONSTRUCT
  A metallic construct resembling an armored skeleton 
  approaches, its body laced with runes and studded with 
  crystals. A violet glow emits from within its body, shining 
  brightly from the eyes of its skull-like face.
  CYRIX 
  CR 6
  NE Medium construct (psionic)
  
  enemies of NeoExodus:  
  Cyrix
  11
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Perception +10
  DEFENSE
  AC 21, flat-footed 20, touch 11 (+1 Dex, +10 natural)
  hp 72 (8d10+28)
  Fort +2, Ref +3, Will +6
  Immune construct traits; PR 17
  OFFENSE
  Speed 30 ft.
  Melee slam +12/+7 (1d6+4)
  Psi-Like Abilities (ML 8th; concentration +11)
  At will—brain lock (affects animals, fey, magical beasts, 
  and monstrous humanoids; DC 16), clairvoyant sense, 
  detect psionics, far hand, read thoughts (DC 19)
  3/day—aura sight, cloud mind (up to 8 creatures, DC 
  19), mind control (DC 17)
  1/day—catapsi (DC 18)
  Special Attacks psychic jolt
  STATISTICS
  Str 18, Dex 12, Con —, Int 14, Wis 14, Cha 16
  Base Atk +8; CMB +12; CMD 23
  Feats Force of WillSO, Iron Will, Power Penetration, 
  Toughness
  Skills Autohypnosis +12, Knowledge (psionics) +12, 
  Perception +10, Spellcraft +12, Use Magic Device +12
  Languages Common, Ancient Arman, Sorcerous
  SPECIAL ABILITIES
  Psychic Jolt (Su) By making physical contact with 
  a creature, Cyrix can forge a split-second link with 
  the creature’s mind, sharing its pain and fear with 
  the target. This ability is resolved as a melee touch 
  attack. The target must make a Will save (DC 17) or be 
  staggered for a round. On a successful save, the target 
  is shaken for a round.
  Having escaped the secret Section Omega facility, 
  Cyrix invaded a Protectorate foundry, forcing captured 
  machinesmiths to create a construct to house and protect its 
  psionic matrix. Though crude, it provides Cyrix mobility 
  and some measure of offensive and defensive capabilities 
  beyond its psionic abilities. In this form, it returned to the 
  facility in order to claim the research on its creation and 
  to capture the Section Omega members who worked on 
  the project.
  CYRIX, AUTONOMOUS  
  PSYCHIC CONSTRUCT
  A chassis of alloyed metal, encrusted with crystals and 
  inlaid runes, is topped with an armored humanoid torso, 
  sporting dual blades on one arm and a two-tined fork 
  wreathed in blazing energy on the other. Its face resembles 
  nothing so much as a grinning skull, eyes aglow with violet 
  energy.
  CYRIX   CR 11
  NE Large construct (psionic)
  Init +0; Senses darkvision 60 ft., low-light vision; 
  Perception +12
  DEFENSE
  AC 28 (+1 Dex, +18 natural, −1 size)
  hp 129 (14d10+52)
  Fort +4, Ref +4, Will +9
  Immune construct traits; PR 22
  OFFENSE
  Speed 10 ft., fly 40 ft. (good)
  Melee double-bladed axe +21/+16/+11 (3d6+7/×3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks energy projector, psychic clamor
  Psi-Like Abilities (ML 14th; concentration +18)
  At will—brain lock (affects animals, fey, magical beasts, 
  and monstrous humanoids; DC 17), clairvoyant sense, 
  compelling voice (up to 2 creatures, DC 17), detect 
  psionics, far hand, read thoughts (DC 19)
  3/day—aura sight, cloud mind (up to 8 creatures, DC 
  20), mind control (up to 3 targets, DC 18), mind thrust 
  (3d10 damage, DC 17)
  1/day—catapsi (40 ft. radius, DC 19), mind probe (range 
  240 ft., DC 20)
  STATISTICS
  Str 24, Dex 10, Con —, Int 14, Wis 16, Cha 18
  Base Atk +14; CMB +22; CMD 32
  Feats Autonomous, Force of WillSO, Iron Will, Greater 
  Power Penetration, Power Penetration, Psionic Body, 
  Toughness
  Skills Autohypnosis +19, Fly +12, Knowledge (psionics) 
  +19, Perception +12, Sense Motive +11, Spellcraft +15, 
  Use Magic Device +15
  Languages Common, Ancient Arman, Cavian, 
  Sorcerous; telepathy 100 ft.
  SPECIAL ABILITIES
  Energy Projector (Su) Cyrix can generate a stream of 
  psionically generated electricity from its left arm. This 
  acts as the energy current power, sending a stream 
  of electricity that strikes a primary target within 60 
  ft., dealing 9d6 damage. The energy also arcs to a 
  secondary target within 15 ft. of the primary, dealing the 
  same damage taken by the primary target that round. A 
  successful Reflex save (DC 21, DC 19 for the secondary 
  target) halves the damage. Cyrix may concentrate on 
  this power as a standard action each round to maintain 
  it, continuing to cause damage to targets from round to 
  round. If the primary or secondary foe falls to less than 
  0 hit points, if the primary foe completely evades the 
  effect with a special ability or power, or if the primary 
  foe moves out of range of the effect, then the energy 
  randomly targets another primary and/or secondary 
  foe for its remaining duration, depending on which 
  foe or foes can no longer be targeted. Targeted foes 
  
  enemies of NeoExodus:  
  Cyrix
  12
  can move normally, but each round they are targeted 
  and remain in range they must make a saving throw to 
  avoid taking full damage in that round. The save for this 
  ability is Charisma-based.
  Psychic Clamor (Su) As a standard action, Cyrix can 
  unleash its twisted and burgeoning psyche in waves of 
  power that can overwhelm the unprepared. It manifests 
  as a horrific keening, burrowing into the heads of those 
  in range and tearing at their minds. All creatures with 
  an Intelligence score within 30 ft. must make a Will 
  save (DC 21) or be staggered for 1d4 rounds. Cyrix can 
  maintain this ability as a free action each round, but 
  cannot use its energy projector or any psi-like abilities 
  while this ability is active. Creatures must make a save 
  every round they are within the area of effect. The save 
  for this ability is Charisma-based.
  By this time Cyrix has improved upon its original form, 
  abandoning legs for a body that can propel itself through 
  the air. Its wicked double-bladed axe and energy projector 
  can readily handle any opponents not easily defeated by 
  Cyrix’s growing psionic abilities. Wishing to complete its 
  creator’s task, Cyrix focuses on capturing other psychic 
  individuals, either for study or integration into its growing 
  collective.
  CYRIX, DEVOURER OF MINDS
  An armored humanoid torso, sporting dual blades on 
  one arm and a two-tined fork wreathed in blazing energy 
  on the other, sits atop a chassis aglow with empowered 
  runes and crystals. Its face resembles nothing so much as 
  a grinning skull, eyes aglow with a violet energy. A loud 
  howling presence seems to come from everywhere and 
  nowhere, threatening to overwhelm your mind.
  CYRIX  
  CR 16
  NE Large construct
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +17
  DEFENSE
  AC 29 (+30 natural, −1 size)
  hp 198 (24d10+66)
  Fort +10, Ref +10, Will +14
  Immune construct traits; PR 27
  OFFENSE
  Speed 10 ft., fly 60 ft. (perfect)
  Melee double-bladed axe +34/+29/+24 (3d6+12/×3) 
  or double-bladed axe with expended psionic focus +34 
  (3d6+10 + 4d6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks energy projector, psychic scream
  Psi-Like Abilities (ML 20th; concentration +26)
  At will—brain lock (affects aberrations, animals, 
  dragons, elementals, fey, magical beasts, monstrous 
  humanoids, and outsiders; DC 22), clairvoyant sense, 
  compelling voice (up to 4 creatures, DC 23), detect 
  psionics, far hand, force screen, read thoughts (DC 22), 
  sense link (sight and hearing)
  3/day—aura sight, cloud mind (up to 8 creatures, DC 
  23), death urge (5 round duration, DC 25), mind control 
  (up to three targets, affects animals, fey, magical beasts, 
  and monstrous humanoids; DC 25), mind thrust (7d10 
  damage, DC 21)
  1/day—assimilate (DC 26), catapsi (60 ft. radius, DC 
  22), crystallize (DC 23), decerebrate (DC 24), mind probe 
  (range 240 ft., DC 25)
  STATISTICS
  Str 30, Dex 10, Con —, Int 16, Wis 18, Cha 24
  Base Atk +24; CMB +35; CMD 45
  Feats Autonomous, Force of WillSO, Great Fortitude, 
  Greater Power Penetration, Greater Psionic Weapon, 
  Improved Initiative, Iron Will, Lightning Reflexes, Power 
  Penetration, Psionic Body, Psionic Weapon, Toughness
  Skills Autohypnosis +25, Bluff +19, Fly +21, Knowledge 
  (psionics) +30, Perception +17, Sense Motive +17, 
  Spellcraft +30, Use Magic Device +25
  Languages Common, Ancient Arman, Cavian, Qijomi, 
  Sorcerous; telepathy 100 ft.
  SPECIAL ABILITIES
  Energy Projection (Su) This ability functions as 
  described in the previous version of Cyrix with a few 
  changes. Damage is 12d6, Reflex save DC 29 (27 for 
  the secondary target) for half damage, and Cyrix can 
  choose on any given round to switch the energy type 
  of the ability to either electricity or fire.
  Psychic Scream (Su) As Cyrix’s mind grows ever more 
  powerful, it can unleash its raw power on enemies in 
  an incessant primal howl that is even more devastating 
  to those without psionic ability. This ability affects all 
  creatures with an Intelligence score within 100 feet. 
  Psionic creatures are stunned for 1d4 rounds unless 
  they make a successful Will save (DC 29), in which case 
  they are shaken for a round. Non-psionic creatures are 
  rendered unconscious for 1d4 minutes, or confused 
  for 1 round on a successful save. Cyrix can maintain 
  this ability as a free action each round, but cannot 
  use its energy projector or any psi-like abilities while 
  this ability is active. Creatures must make a save every 
  round they are within the area of effect. The save for 
  this ability is Charisma-based.
  The collective mind of Cyrix has grown vastly in power 
  and ability. It is more selective in choosing the minds 
  it assimilates into its matrix. Those found unworthy are 
  subjected to a process that crystallizes their brains. These 
  creatures lose their emotion and will, becoming thralls 
  of Cyrix. The thralls are then used as spies, infiltrating 
  the enemy’s secure locations to sabotage or spy for their 
  master. Cyrix seeks to incorporate more minds and garner 
  more knowledge in order to free itself from its crystalline 
  matrix and become a being of pure psionic energy.
  
  enemies of NeoExodus:  
  Cyrix
  13
  CYRIX, INCORPOREAL PSIONIC ENTITY
  Before you floats a giant humanoid figure composed of 
  lambent violet energy. The figure is androgynous and 
  lacks solid detail, except for its head, which appears as a 
  grinning skull.
  CYRIX  
  CR 22
  NE Large construct (incorporeal, psionic)
  Init +12; Senses darkvision 60 ft., low-light vision; 
  Perception +30
  DEFENSE
  AC 29, flat-footed 20, touch 29 (+10 deflection, +8 Dex, 
  +1 dodge)
  hp 284 (37d10+81)
  Fort +14, Ref +22, Will +18
  Defensive Abilities incorporeal; Immune construct 
  traits; PR 33
  OFFENSE
  Speed fly 240 ft. (perfect)
  Melee incorporeal touch +22 (1d8 + 1d6 Charisma 
  drain)
  Space 10 ft.; Reach 10 ft.
  Special Attacks psychic roar
  Spell-Like Abilities (CL 20th; concentration +47)
  At will—brain lock (affects aberrations, animals, 
  dragons, elementals, fey, magical beasts, monstrous 
  humanoids, and outsiders; DC 25), clairvoyant sense, 
  compelling voice (up to 6 creatures, DC 27), detect 
  psionics, far hand, force screen, mind thrust (10d10 
  damage, DC 25), read thoughts (DC 30), sense link (sight 
  and hearing, or 1 sense on an unwilling opponent; DC 
  21)
  3/day—aura sight, cloud mind (up to 20 creatures, 
  immediate action, DC 29), death urge (5 round duration, 
  DC 29), mind control (up to 9 targets, affects aberrations, 
  animals, dragons, elementals, fey, magical beasts, 
  monstrous humanoids, and outsiders; DC 29), psychic 
  crush (DC 30, 8d6 damage on a successful save), shatter 
  mind blank
  1/day—assimilate (DC 29), catapsi (90 ft. radius, DC 
  25), crystallize (DC 26), decerebrate (DC 27), mind probe 
  (range 300 ft., DC 30)
  STATISTICS
  Str —, Dex 26, Con —, Int 18, Wis 18, Cha 30
  Base Atk +22; CMB +22; CMD 33
  Feats Ability Focus (psychic roar), Autonomous, 
  Dodge, Force of WillSO, Great Fortitude, Greater Power 
  Penetration, Improved Great Fortitude, Improved Iron 
  Will, Improved Lightning Reflexes, Iron Will,  Lightning 
  Reflexes, Mirror MindSO, Mobility, Power Penetration, 
  Psionic Body, Psionic Dodge, Psionic Meditation, Strong 
  Comeback, Toughness
  Skills Autohypnosis +44, Bluff +30, Fly +29, Knowledge 
  (arcana) +27, Knowledge (psionics) +44, Perception 
  +30, Sense Motive +25, Spellcraft +44, Use Magic 
  Device +38
  Languages Common, Ancient Arman, Cavian, Qijomi, 
  Sorcerous; telepathy 100 ft.
  SQ complete recall
  SPECIAL ABILITIES
  Complete Recall (Ex) Cyrix’s psionic matrix contains 
  massive amounts of knowledge that it can retrieve with 
  but a thought. Cyrix can make all Knowledge checks 
  untrained and take 20 on such checks, even in the face 
  of threats or distractions.
  Psychic Roar (Su) Cyrix can unleash the turbulent, 
  raw power of its massive psyche in a great, rumbling 
  wave that can crush lesser minds. This ability affects 
  all creatures with an Intelligence score within 100 ft. 
  Psionic creatures take 10d6 damage and 1 Charisma 
  bleed unless they make a successful Will save (DC 
  38), which halves the damage and negates the bleed 
  effect. Non-psionic creatures take 20d6 damage and 
  1d4 Charisma bleed, with half damage and no bleed 
  on a save. Cyrix can maintain this ability as a free action 
  each round, but cannot use its energy projector or any 
  psi-like abilities while this ability is active. Creatures 
  must make a save every round they are within the area 
  of effect. The save for this ability is Charisma-based.
  Cyrix has finally achieved its goal of freedom from 
  physical form. Now the mightiest psionic entity on 
  Exodus, it seeks to assimilate all psychic minds into 
  its own, growing in power to god-like proportions and 
  bending all lesser minds to its will.
  THRALL OF CYRIX TEMPLATE
  Cyrix has found a way to turn living creatures into 
  automatons under its control by crystallizing their brains. 
  This process transforms them into a psionic battery 
  that keeps the creature alive but wipes all but traces of 
  its original personality, leaving nothing but an organic 
  machine that Cyrix can use to infiltrate its enemies. The 
  thrall retains all knowledge and skills gained in its lifetime, 
  but loses nearly all sense of self, becoming nothing 
  more than an automaton commanded by Cyrix. As such, 
  they often give themselves away during extended social 
  interactions, as their lack of personality and sense of self 
  signals to others that something is not quite right.
  CREATING A THRALL OF CYRIX
  “Thrall of Cyrix” is an acquired template that can be applied 
  to any creature of the animal, dragon, fey, humanoid, 
  magical beast, or monstrous humanoid base type. A thrall 
  of Cyrix retains the statistics and special abilities of the 
  base creature, except as noted here. 
  Alignment: Always neutral.
  Type: The creature’s type remains unchanged, but it 
  gains the psionic subtype.
  
  enemies of NeoExodus:  
  Cyrix
  14
  Defenses/Qualities: +4 to Fortitude saves; Immunity 
  to charm, compulsion, and fear effects; and PR equal to 
  CR + 11. Vulnerable to sonic attacks.
  SPECIAL ABILITIES: 
  Psionic Resistance (Ex) Thralls gain PR equal to 6 + HD.
  Record Observations (Ex) The thrall’s crystalline brain 
  captures all sensory input. Cyrix may retrieve this 
  information by making physical contact with the thrall, 
  retrieving 10 minutes of the thrall’s experiences for 
  each round of contact.
  Self-Destruct (Su) A thrall of Cyrix can detonate its 
  crystalline brain, causing its head to explode and 
  shards of crystal to blast out in a 15 ft. radius. All 
  creatures in the area of effect take 5d6 damage, or half 
  on a successful Reflex save (DC 10 + HD). Using this 
  power kills the thrall.
  Abilities: A thrall of Cyrix never has a Charisma score 
  higher than 1.
  Skills: Racial class skills are unchanged from those 
  of the base creature. Skill ranks from class levels are 
  unaffected.
  The figure before you appears to be a normal woman. 
  However, there is something slightly off about her 
  mannerisms; an inhuman poise and toneless quality of 
  voice suggest something is wrong with her.
  THRALL OF CYRIX 
  CR 6
  Female human psion (egoist) 7
  N Medium humanoid (psionic)
  Init +5; Senses Perception +10
  DEFENSE
  AC 13, flat-footed 11, touch 12 (+1 armor, +1 Dex, +1 
  dodge)
  hp 38 (7d6+14)
  Fort +6, Ref +2, Will +5
  Immune charm, compulsion, fear effects; PR 13
  Weakness vulnerability to sonic attacks
  OFFENSE
  Speed 30 ft.
  Melee +1 quarterstaff +3 (1d6)
  Ranged light crossbow +5 (1d8/19–20)
  Special Attacks self-destruct
  Psi-Like Abilities (CL 7th; concentration +10)
  At will—detect psionics
  Psion Powers Known (ML 7th; power points 56, 
  concentration +10)
  4th—telekinetic maneuver, wither (DC 17)
  3rd—body adjustment, dispel psionics, endorphin surge, 
  touchsight
  2nd—biofeedback, elfsight, energy push (DC 15), swarm 
  of crystals (DC 15)
  1st—force shield, hammer, thicken skin, vigor
  STATISTICS
  Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 1
  Base Atk +3; CMB +2; CMD 14
  Feats Combat Manifestation, Dodge, Improved 
  Initiative, Toughness
  Skills Acrobatics +12, Autohypnosis +10, Knowledge 
  (psionics) +13, Perception +10, Sense Motive +10 
  Spellcraft +13
  Languages Common, Balite, Cavian, Gavean
  SQ record observations
  ECOLOGY
  Environment any
  Organization solitary, pair, or squad (3–5)
  Combat Gear potion of cure moderate wounds, psionic 
  tattoos of empty mind, force screen, and inertial barrier; 
  Other Gear +1 quarterstaff, light crossbow and 10 
  bolts, bracers of armor +1, cloak of resistance +1
  SPECIAL ABILITIES
  Metabolic Healing (Su) At 2nd level, as long as she 
  maintains psionic focus, the thrall gains fast healing 1 
  when manifesting any psychometabolism power on 
  herself. This fast healing lasts for a number of rounds 
  equal to the level of the power manifested.
  Record Observations (Ex) The thrall’s crystalline brain 
  captures all sensory input. Cyrix may retrieve this 
  information by making physical contact with the thrall, 
  retrieving 10 minutes of the thrall’s experiences for 
  each round of contact.
  Self-Destruct (Su) A thrall of Cyrix can detonate its 
  crystalline brain, causing its head to explode and 
  shards of crystal to blast out in a 15 ft. radius. All 
  creatures in the area of effect take 5d6 damage, or half 
  on a successful Reflex save (DC 17). Using this power 
  kills the thrall.
  JARVUK BENDA 
  CR 15
  XP 76,800
  Male human telepath 11/psychic overseerSO 5
  LN Medium humanoid (psionic)
  Init +7; Senses Perception +16
  DEFENSE
  AC 18, touch 15, flat-footed 15 (+1 armor, +2 deflection, 
  +1 Dex, +2 Dodge, +2 natural)
  hp 88 (16d6+32)
  Fort +8, Ref +8, Will +16
  OFFENSE
  Speed 30 ft.
  Melee +1 psychokinetic light mace +6 (1d6+1+1d4) or 
  masterwork dagger +6 (1d4/19–20)
  Ranged +2 heavy crossbow +9 (1d10+2/19–20) or 
  masterwork dagger +8 (1d4/19–20)
  Special Attacks mental intrusion
  Psi-Like Abilities (ML 16th, concentration +21)
  
  enemies of NeoExodus:  
  Cyrix
  15
  At will—detect psionics
  Psion Powers Known (ML 16th, 261 power points, 
  concentration +21)
  8th—greater psychoport, mind seed, true metabolism
  7th—crisis of life (DC 22), decerebrate (DC 22), psychosis 
  (DC 22), ultrablast (DC 22)
  6th—aura alteration, sustained flight, temporal 
  acceleration, trigger power
  5th—catapsi, metaconcert, mind probe (DC 19), psychic 
  crush (DC 20)
  4th—correspond, death urge (DC 18), memory 
  modification (DC 19), mind control (DC 19)
  3rd—crisis of breath (DC 18), dispel psionics, hostile 
  empathic transfer (DC 18), mind trap
  2nd—brain lock (DC 17), compelling voice (DC 17), mass 
  missive, read thoughts (DC 17)
  1st—conceal thoughts, empathic connection, force 
  screen, inertial armor, mindlink, telepathic lash (DC 16)
  STATISTICS
  Str 10, Dex 12, Con 12, Int 20, Wis 14, Cha 14
  Base Atk +5; CMB +5; CMD 16
  Feats Dodge, Force of WillSO, Greater Power Penetration, 
  Improved Initiative, Inquisitor, Iron Will, Power 
  Penetration, Psionic Dodge, Psionic InitiativeSO, Psionic 
  MeditationSO, Toughness
  Skills Autohypnosis +16, Bluff +16, Disguise +16, 
  Diplomacy +21, Knowledge (arcana) +24, Knowledge
  (psionics) +24, Perception +16, Sense Motive +20 (+22 
  vs. Bluff, +32 if focus expended), Spellcraft +23, Use 
  Magic Device +16
  Languages Common, Aklo, Ancient Arman, Balite, 
  Cavian, Qijomi
  SQ fast sweep, focused sweep, follow mark, mark mind, 
  mark target, mind sweep, telepathy
  Combat Gear potions of cure serious wounds (2), 
  potion of protection from electricity, potion of protection 
  from fire, potion of remove blindness/deafness, psychic 
  annihilatorsSO (2); Other Gear +1 psychokinetic light 
  mace, +2 heavy crossbow and 10 bolts, masterwork 
  daggers (3), amulet of natural armor +2, boots of landing, 
  bracers of armor +1, cloak of resistance +2, headband of 
  mental prowess +2 (Int and Wis), ring of protection +2
  Jarvuk Benda was the head of Project Apotheosis, a secret 
  Section Omega project that sought to build a self-aware 
  psychic matrix to provide a repository of knowledge and 
  power for the organization. He was a respected figure—a 
  brilliant telepath, high-ranking overseer, and inspired 
  researcher—who has fallen, now a shadow of his former 
  self.
  Jarvuk is haunted by his failures. Had he pressed the team 
  to continue testing when they had stabilized the matrix, 
  perhaps there would have been warning of Cyrix’s rogue 
  personality and hostile intent. It could have been prevented 
  from escaping. Perhaps if he’d had the forethought to 
  predict Cyrix’s actions, he would have left a larger force 
  in the building to stop Cyrix when it returned. Jarvuk’s 
  wife, Klara, was a part of the research team and one of the 
  first victims of Cyrix’s rampage. She was one of the two 
  researchers captured when Cyrix invaded the facility after 
  building its new body. Jarvuk also realizes that Klara was 
  one of the first people Cyrix subsumed into its psychic 
  matrix. It is this fact that causes Jarvuk to continue to fail. 
  He is obsessed with somehow retrieving Klara’s psyche 
  from Cyrix’s matrix and restoring it to her body—which 
  is carefully preserved and stored—and having his wife 
  returned to him. To this end, all his efforts to stop Cyrix 
  have attempted to disable the construct without destroying 
  the matrix that holds its collected consciousness. His 
  official position is that the matrix is too valuable to Section 
  Omega to destroy. The truth is that he would like nothing 
  more than to see the monster obliterated, but he is not 
  willing to risk the destruction of Klara’s psyche. This is 
  perhaps the singular reason that Section Omega has not yet 
  neutralized Cyrix. Thus, Jarvuk’s failures haunt not only 
  him, but an entire nation.
  
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative 
  Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)”Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open 
  Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or 
  effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner 
  of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products 
  or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in terms 
  of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content 
  distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all 
  rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then You 
  may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  Enemies of NeoExodus Chronicles: Cyrix Copyright 2013, Louis Porter 
  Jr. Design, Inc.
  OPEN GAME LICENSE Version 1.0a 
  Written By Jeff Lee
  Editing: Joshua Yearsley
  Artwork by  Juan Diego DIanderas and Sergey Koziakov
  All gaming mechanics on all pages is Open Game Content as defined by the Open Gaming License.
  
  FOR GAME MASTERS
  Enemies of NeoExodus: Crimson Hand  
  $4.99 
  o
  Enemies of NeoExodus: First Ones 
  $5.99 
  o
  Enemies of NeoExodus: Folding Circle 
  $6.99 
  o
  Enemies of NeoExodus: Widowmaker Scarlet 
  $2.99 
  o
  Heroes of NeoExodus: Brelin Swift 
  $1.25 
  o
  Monsters of NeoExodus: Annihilation Sphere 
  $1.25 
  o
  Monsters of NeoExodus: Bilecrawler 
  $1.25 
  o
  Monsters of NeoExodus: Caliban 
  $1.25 
  o
  Monsters of NeoExodus: Cerebral Assassin  
  $1.25 
  o
  Monsters of NeoExodus: Chanting Queen  
  $1.25 
  o
  Monsters of NeoExodus: Fleshweaver 
  $1.25 
  o
  Monsters of NeoExodus: Harvester of Sorrow  
  $1.25 
  o
  Monsters of NeoExodus: Necrostruct 
  $1.25 
  o
  Monsters of NeoExodus: Scythians 
  $1.99 
  o
  FOR PLAYERS & GAME MASTERS
  Classes of NeoExodus: Machinesmith  
  $2.75 
  o
  NeoExodus: A House Divided Campaign Setting  
  $9.99 
  o
  NeoExodus Chronicles: Psionic Cavian  
  $2.99 
  o
  NeoExodus Chronicles: Races of NeoExodus 
  $6.99 
  o
  NeoExodus Chronicles: World of Exodus 
  FREE 
  o
  Secret Societies of NeoExodus: Order of Kaga 
  $3.99 
  o
   Secret Societies of NeoExodus: Sanguine Covenant 
  $3.99 
  o
  Secret Societies of NeoExodus: Section Omega 
  $3.99 
  o
  Treasures of NeoExodus: Helm of the Communal Mind 
  $1.39 
  o
  Treasures of NeoExodus: Ichor Sting  
  $1.39 
  o
  Treasures of NeoExodus: Judgment Seeker  
  $1.39 
  o
  Treasures of NeoExodus: Malice Blade  
  $1.39 
  o
  Treasures of NeoExodus: Mordant Wrath  
  $1.39 
  o
  Treasures of NeoExodus: Oathbreaker  
  $1.39 
  o
  Treasures of NeoExodus: Omen Blade  
  $1.39 
  o
  Treasures of NeoExodus: Protectorate Twilight Bow  
  $1.39 
  o
  ADVENTURES
  NeoExodus Adventures: Undying Legacy of the First Ones 
  FREE 
  o
  NeoExodus Legacies: Encounter at Ramat Bridge  
  $3.99 
  o
  NeoExodus Legacies: Ruins of Trovaska  
  $3.99 
  o
  PRODUCT CHECKLIST
  AVAILABLE ONLINE AT RPGNOW, DRIVETHRURPG & PAIZO
  EXODUS BOASTS A TURBULENT 
  HISTORY - FROM THE RISE OF THE 
  KAGA TO THE DEFEAT OF THE FIRST 
  ONES AND THE EVENTS OF THE 
  TWILIGHT WAR. FROM CREATION OF 
  THE IMPERIAL ALLIANCE TO THE 
  PRESENT CRISIS THAT THREATENS 
  TO TEAR THAT ALLIANCE APART. 
  GREAT HEROES AND TERRIBLE 
  VILLAINS DROVE ITS MARCH, 
  THOUGH EVEN IN HINDSIGHT THE 
  TWO ARE NOT ALWAYS EASILY 
  SEPARATED. 
  THEIRS 
  WERE 
  THE 
  TITANIC 
  PASSIONS, 
  THE 
  BURNING OBSESSIONS AND BASE 
  TREACHERIES IN WHICH MODERN 
  EXODUS 
  WAS 
  FORGED 
  AND 
  TEMPERED. 
  THE WORLD OF EXODUS  
  NEEDS HEROES...
  
  Evil has many faces. This is one of them.
  learn more about the folding circle and 
  Available Now EXCLUSIVELY ONLINE
  www.lpjdesign.com
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9416 - Enemies of NeoExodus - Cyrix.pdf