Skip to main content

Exor Cha

exor-cha
Type
Creature
Origin
Anteverse 2
Health
600
Melee damage
50
Ranged damage
110
Resistance
Electricity
Official description

DESIGNATION: Crucis (AG/GW/IN/R)

CONTAINMENT PROTOCOLS: IS-0184-D must be kept in geomagnetically isolated conditions with permanent, fail-safe connection to back-up power. Full-spectrum perforation-suppressive measures must be observed at all times within 20 meters of the entity, as with the closely related IS-0184-B.

Further, IS-0184-D must not be permitted near sticks, branches, short poles, pikes, long-handled tools or any implement it might use as a weapon.

Overview

Exor Cha is a dangerous Exor variant encountered in Abiotic Factor, distinguished from earlier Exors by its use of a real weapon rather than a built-in armament. It resembles the Exor Monk in overall body structure, but its coloration is far more striking, with vivid, almost neon-like colors across its body. Unlike most Exors, its right arm is not replaced by a weapon; instead, it wields an Exor Spear in combat.

Exor Cha can be found wandering or stationary, and in battle it remains highly mobile, constantly sidestepping and repositioning to avoid attacks. It uses spear strikes at close range, but it is also capable of teleportation and the same psychic energy blast used by Exor Monks. Compared to other Exor variants, it is much more dangerous because it combines teleportation with an actual melee weapon and a ranged beam attack. It also has more than twice the health of an Exor and more total durability than an Alpha Peccary.

Its teleportation behavior is especially aggressive. Exor Cha frequently blinks away and around its target to find a better angle, often appearing behind or beside the player to attempt a flank or stab. This makes ranged fights awkward, since it can close distance almost instantly. Like Exor Monks, it is most vulnerable while channeling its beam attack, which creates a clear opening for strong weapons such as the Magbow or, if it is already wounded, the Impact Hammer.

The first encounter with Exor Cha is in Village Den da'ko Yeer, where multiple individuals travel in groups and patrol near other enemies. That combination makes the area especially lethal on a first visit, since Exor Cha’s mobility and burst damage are amplified by the presence of supporting threats.

The GATE Compendium identifies Exor Cha as IS-0184-D, with the designation Crucis (AG/GW/IN/R). Its containment protocol calls for geomagnetically isolated conditions with a permanent fail-safe connection to backup power, and for full-spectrum perforation-suppressive measures to be maintained within 20 meters at all times. The entry also warns that it must not be allowed near sticks, branches, short poles, pikes, long-handled tools, or any implement it could use as a weapon.

Official description

DESIGNATION: Crucis (AG/GW/IN/R)

CONTAINMENT PROTOCOLS: IS-0184-D must be kept in geomagnetically isolated conditions with permanent, fail-safe connection to back-up power. Full-spectrum perforation-suppressive measures must be observed at all times within 20 meters of the entity, as with the closely related IS-0184-B.

Further, IS-0184-D must not be permitted near sticks, branches, short poles, pikes, long-handled tools or any implement it might use as a weapon.

References to this (4)

Other entities of this type

Related pages

Last updated: