This large lizard has a long, curling tail and a broad mouth that looks quite capable of swallowing a Halfling in a single gulp.
Inixes inhabit warm plains, or in domesticated herds near to large settlements. Inixes are herbivorous, needing large amounts of vegetation and must forage every few hours to maintain its strength. They are hunted by most intelligent creatures of Athas, as well as Tagsters. Inixes can live up to 50 years, but in the wild a life span of 20 to 30 years is more typical. Inixes rarely remain in one place for long, settling only to lay eggs in burrows cut into the side of a hill or in the abandoned nesting mounds of other creatures.
Inixes eggs are about 2 feet in diameter, which they lay in egg wells, small holes dug underground. A typical clutch contains an average of 20 eggs which have an incubation period of 7-8 months.
A typical inix stands between 14 and 16 feet long and weighs around 4,000 pounds. The inix's back is protected by a thick shell, while flexible scales cover its underside. Most inixes are dark in coloration, whites, greys, browns, blacks and greens featuring prominently. Many desert dwelling species also feature yellow-red tones. Camouflage ranges from bands and stripes to splotches, speckles and circles, and can change as the creature matures; juveniles sometimes being brighter than adults.
5nd Edition / Pathfinder
- Feats: Alertness, Combat Reflexes, Dodge.
- Skills: Perception +8, Sense Motive +8.
- Frecuency: Common.
- No. Appearing: (5d10)x10.
- Armor Class: 5.
- Movement: 15.
- Hit Dice: 3.
- THAC0: 17.
- No. Attacks: 1 or 2.
- Damage/Attack: 1d6 or 1d6/1d8.
- Special Attacks: Crush / Poison.
- Special Defenses: Nil.
- Magic Resistance: Nil.
- Morale: Average (8-10).
- XP Value: 175 xp.
Improved Carrying Capacity (Ex)
An Inix's carrying capacity is double the normal for a creature of its Strength. A light load for an inix is 800 lbs. or less, a medium load is between 801 lbs. and 1,599 lbs., a heavy load between 1,600 lbs. and 2,400 lbs. An Inix can drag 12,000 pounds.
- Organization: 1d2. Solitary or pair.
- Treasure: Nil.
In combat Inixes are fierce enemies. They usually attack with their tail first, taking advantage of its increased reach, then move in and try to bite, hoping to be able to grapple or swallow whole their victim.
If the tactic works, there is a -2 penalty to their opponents' surprise rolls; otherwise they break cover and join the pursuit.
A soldier kank will strike with its pincers, doing 1d8 points of damage on a successful attack. Any victim hit by a soldier kank is also injected with Class O poison (save vs. poison or be paralyzed in 2-24 rounds).
- Grapple: If the attack roll against a foe is 15 or higher and that is a hit, the victim is also grappled; each round thereafter the victim suffers an extra 1d6 points of crushing damage in addition to the normal 1d8 points of damage and poison attack in the first round. Breaking free from the grapple of a kank requires a Strength roll at a -2 penalty. Companions of the victim may attempt to free him by attacking the kank's pincers. A total of 5 points of damage is all that is required to loose the victim.