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#Wayne Reynolds
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Eldar Exarch by Wayne Reynolds
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beastofnurgle · 3 months
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by Wayne Reynolds
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curtvilescomic · 5 months
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Wayne Reynolds
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mtg-cards-hourly · 2 months
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Tariel, Reckoner of Souls
"After death you face paradise, damnation, or Tariel." —Priest's teaching
Artist: Wayne Reynolds TCG Player Link Scryfall Link EDHREC Link
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cccovers · 8 months
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Dark Knights of Steel #1 (January 2022) variant cover by Wayne Reynolds.
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sandmandaddy69 · 11 months
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Wayne Reynolds
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thecreaturecodex · 1 year
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Anaxim
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Image © Wizards of the Coast, by Wayne Reynolds
[Commissioned by @justicegundam82​​. The anaxim was one of the abominations in the D&D 3.0 Epic Level Handbook, and even in its initial appearance seemed like a strange fit. It doesn’t have an epic level CR, at CR 20, and it is the only non-evil abomination. 4e tried to reinvent them by moving them to the Forgotten Realms, and conflating them with a 2e monster family from Dragon Magazine, the sheen. Like most decisions involving the Realms in the 4e era, I hate this and am ignoring it.
My inspiration for the flavor text is as much from conversations with my followers as from any official source. Their first canon backstory is that they are the abandoned creations of a forge god who tried and failed to make an ultimate weapon. The commissioner suggested, in light of this and to give the anaxim something to do other than fight, that they be interested in “fixing” themselves. A conversation with @strawberry-crocodile​​ about one of her upcoming commissions got me thinking about how Pathfinder RPG treats Law vs. Chaos as the big reality-defining conflict as opposed to Good vs. Evil (more traditional fantasy settings) or Evil vs. Evil (the Blood War). And, because of where I am in my life, there’s definitely an element of queer symbolism in this entry as well. Feel free to play that up, or play that down, depending on how you want to use the anaxim in your game.]
Anaxim CR 17 N Outsider (extraplanar) This mechanical thing is approximately human shaped, but nearly twice as broad. Its body seems to be made entirely of weapons—it has spinning blades mounted on its back, multiple hooks and cleavers growing along its arms, and a face like a knight’s helmet.
In the war between the inevitables and proteans, there are casualties. Most of these are outright fatalities, but in some cases, an inevitable becomes irreversibly changed by the forces of chaos. When this happens, the inevitable transforms into an anaxim. No two anaxim look identical, but all resemble loosely humanoid metal figures covered in weapons. The primary goal of most anaxim is perfection: making themselves whole and complete in a way that is unique to each individual. Many anaxim would also like to figure out a way to reliably replicate, one that didn’t rely on freak chance and outside intervention. A few anaxim are instead filled with self-loathing and seek to lash out at the forces that made them—these are the most dangerous.
A single anaxim is the equivalent of an entire mortal army, and they are able to go toe-to-toe with all but the most powerful proteans or inevitables alike. As anaxims value their own lives very highly, they usually start a combat cautiously, from a distance or with hit and run attacks. The spinning blades that grow between their shoulders are, when spun fast enough, able to act as a wing, granting the creature remarkable maneuverability for its weight. In addition to their impressive physical weaponry, an anaxim can use a number of spells for defense, and a powerful blast of sonic energy for offense.
Anaxims are insane by the standards of the inevitables, which means that they are capable of respecting and understanding multiple viewpoints. Some maintain a balanced approach to achieving their goals, while others veer wildly between chaotic and lawful behavior. On some occasions anaxim will gather together into groups if their views of perfection overlap. If they do not, such groups rapidly fall apart due to infighting, with anaxim attempting to take control of their peers or simply blast them to pieces with their sonic cones.
Anaxim       CR 17 XP 104,200 N Medium outsider (chaotic, extraplanar, lawful) Init +7; Senses darkvision 60 ft., Perception +26, true seeing Defense AC 33, touch 18, flat-footed 25 (+7 Dex, +1 dodge, +15 natural) hp 270 (20d10+140 plus 20); fast healing 10 Fort +13, Ref +19, Will +17 DR 15/(adamantine and lawful) or (adamantine and chaotic); Immune construct traits; Resist cold 20, electricity 20, fire 20; SR 28 (35 vs. divinations) Defensive Abilities constructed Offense Speed 30 ft., fly 100 ft. (perfect) Melee 2 blade arms +31 (2d6+11/19-20), spinning blades +31 (4d6+11/19-20x3) Ranged 6 spikes +27 (1d8+11) Special Attacks control construct, rend (2 blade arms, 2d6+16), sonic cone Spell-like Abilities CL 20th, concentration +25 Constant—nondetection (self only), true seeing At will— chain lightning (DC 21), displacement, greater dispel magic 3/day—ethereal jaunt, quickened greater dispel magic, improved invisibility 1/day—summon (1 iron golem, 100%, 9th level) Statistics Str 33, Dex 25, Con 25, Int 20, Wis 20, Cha 20 Base Atk +20; CMB +31 (+35 sunder); CMD 49 (51 vs. sunder) Feats Cleave, Craft Construct (B), Deadly Aim, Dodge, Flyby Attack, Great Cleave, Greater Sunder, Improved Critical (spinning blades), Improved Sunder, Power Attack, Quicken SLA (greater dispel magic) Skills Acrobatics +28, Craft (clockwork) +24, Fly +24, Knowledge (arcana, dungeoneering) +21, Knowledge (engineering, planes) +24, Perception +26, Sense Motive +26, Stealth +28, Spellcraft +21 (+25 crafting constructs), Survival +26, Use Magic Device +26; Racial Modifiers +4 Spellcraft when crafting constructs Languages Celestial, Common, Modron, Protean, Utopian SQ armament, construct maker Ecology Environment any land or underground (Axis) Organization solitary, binary pair or squad (3-6 plus 0-12 miscellaneous constructs) Treasure standard Special Abilities Armament (Ex) An anaxim’s natural weapons overcome damage reduction as lawful, chaotic and magic weapons. Its blade arms are primary natural weapons that deal slashing and piercing damage, and threaten a critical hit on a roll of 19-20. Its spinning blades are a primary natural weapon that deals slashing damage, and deals x3 damage on a successful critical hit. Control Construct (Su) Three times per day as a standard action, an anaxim can attempt to take over a construct within 60 feet. The construct can attempt a DC 25 Will save; if it fails, it is totally under the control of the anaxim for 24 hours. Creatures with the constructed defensive ability, such as inevitables, modrons and other anaxim, are susceptible to this effect as well. The save DC is Charisma based. Constructed (Ex) Although anaxim are living outsiders, their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), anaxim count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Anaxim are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size. Anaxim do not need to breathe. Construct Maker (Ex) An anaxim has Craft Construct as a bonus feat. It gains a +4 racial bonus on all Spellcraft checks used in the manufacture of a construct. Sonic Cone (Su) Once every 1d4 rounds as a standard action, an anaxim can create a 60 foot cone of deadly sonic energy. All creatures in the area take 20d6 points of sonic damage and are staggered for 1 round. A successful DC 25 Reflex save halves the damage and negates the staggered condition. The save DC is Charisma based. Spikes (Ex) As a standard action, an anaxim can fire up to six spikes. Each spike is treated as a ranged weapon with a range increment of 100 feet. Each spike deals 1d8 damage plus the anaxim’s Strength modifier. An anaxim never runs out of spikes.
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wh40kgallery · 1 month
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Graxugg's Grunts
by Wayne Reynolds
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oooklathemok · 6 months
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kekwcomics · 1 year
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DUNGEON magazine #121 (Paizo Publishing, 2005)
Art: Wayne Reynolds
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paxesoterica · 1 year
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By Wayne Reynolds
Inga and Esika. For Magic the Gathering - March of the Machine. Artwork sized "16. x "11.5 / 41cm x 29cm. Acrylic on artboard. Publishing copyright; Wizards of the Coast. Art editor Taylor Ingvarsson.
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Eldar Striking Scorpions by Wayne Reynolds
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art-of-mtg · 17 days
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Cover of Winter (Coldsnap) - Wayne Reynolds
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nfcomics · 11 months
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Dark Knights of Steel no.1 • cover art • Wayne Reynolds [2022]
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mtg-cards-hourly · 4 months
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Joyride Rigger
chitty-chitty-BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG!
Artist: Wayne Reynolds TCG Player Link Scryfall Link EDHREC Link
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A  collection of my favorite spooky-themed Wayne Reynold’s rpg artworks for Halloween
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