The statistics block below contains details for more than one shape, size, or type of energon. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Xag-Ya ⬇️ Medium Outsider (Extraplanar, Incorporeal) |
Xeg-Yi ⬇️ Medium Outsider (Extraplanar, Incorporeal) |
Xac-Yel ⬇️ Medium Outsider (Extraplanar, Fire, Incorporeal) |
Xac-Yij ⬇️ Medium Outsider (Extraplanar, Incorporeal) |
Xap-Yaup ⬇️ Medium Outsider (Extraplanar, Incorporeal) |
Xong-Yong ⬇️ Medium Outsider (Extraplanar, Incorporeal) |
Xor-Yost ⬇️ Medium Outsider (Cold, Extraplanar, Incorporeal) |
|
|---|---|---|---|---|---|---|---|
| Hit Dice: | 5d8+5 (27 hp) | 5d8+5 (27 hp) | 5d8+5 (27 hp) | 5d8+15 (37 hp) | 5d8+10 (32 hp) | 5d8+13 (35 hp) | 5d8+23 (45 hp) |
| Initiative: | +3 | +3 | +7 | +1 | +2 | +2 | +0 |
| Speed: | Fly 20 ft. (4 squares) (good) | Fly 20 ft. (4 squares) (good) | Fly 20 ft. (4 squares) (good) | Fly 20 ft. (4 squares) (good) | Fly 20 ft. (4 squares) (good) | Fly 20 ft. (4 squares) (good) | Fly 20 ft. (4 squares) (good) |
| Armor Class: | 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14, | 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14 | 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14 | 15 (+1 Dex, +4 deflection), touch 15, flat-footed 14 | 16 (+2 Dex, +4 deflection), touch 16, flat-footed 14 | 16 (+2 Dex, +4 deflection), touch 16, flat-footed 14 | 14 (+0 Dex, +4 deflection), touch 14, flat-footed 14 |
| Base Attack/Grapple: | +5/— | +5/— | +5/— | +5/— | +5/— | +5/— | +5/— |
| Attack: | Incorporeal touch +8 melee (1d6 plus 2d6+5 positive energy energy) or energy ray +8 ranged touch (1d8 positive energy) | Incorporeal touch +8 melee (1d6 plus 2d6+5 negative energy) or energy ray +8 ranged touch (1d8 negative energy) | Incorporeal touch +8 melee (1d6 plus 2d6 fire) or energy ray +8 ranged touch (1d8 fire) | Incorporeal touch +7 melee (1d6 plus 2d6 acid) or energy ray +7 ranged touch (1d8 acid) | Incorporeal touch +7 melee (1d6 plus 2d6 electricity) or energy ray +7 ranged touch (1d8 electricity) | Incorporeal touch +8 melee (1d6 plus 2d6 sonic) or energy ray +8 ranged touch (1d8 sonic) | Incorporeal touch +5 melee (1d6 plus 2d6 cold) or energy ray +5 ranged touch (1d8 cold) |
| Full Attack: | 4 incorporeal touches +8 melee (1d6 plus 2d6+5 positive energy) or energy ray +8 ranged touch (1d8 positive energy) | 4 incorporeal touches +8 melee (1d6 plus 2d6+5 negative energy) or energy ray +8 ranged touch (1d8 negative energy) | 4 incorporeal touches +8 melee (1d6 plus 2d6 fire) or energy ray +8 ranged touch (1d8 fire) | 4 incorporeal touches +7 melee (1d6 plus 2d6 acid) or energy ray +7 ranged touch (1d8 acid) | 4 incorporeal touches +7 melee (1d6 plus 2d6 electricity) or energy ray +7 ranged touch (1d8 electricity) | 4 incorporeal touches +8 melee (1d6 plus 2d6 sonic) or energy ray +8 ranged touch (1d8 sonic) | 4 incorporeal touches +5 melee (1d6 plus 2d6 cold) or energy ray +5 ranged touch (1d8 cold) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. |
| Special Attacks: | — | — | — | — | — | — | — |
| Special Qualities: | Darkvision 60 ft., explosion, incorporeal traits, outsider traits, turn undead | Darkvision 60 ft., explosion, incorporeal traits, outsider traits, rebuke undead | Darkvision 60 ft., explosion, immunity to fire, incorporeal traits, outsider traits, vulnerability to cold | Darkvision 60 ft., explosion, immunity to acid, incorporeal traits, outsider traits | Darkvision 60 ft., explosion, immunity to electricity, incorporeal traits, outsider traits | Darkvision 60 ft., explosion, immunity to sonic, incorporeal traits, outsider traits | Darkvision 60 ft., explosion, immunity to cold, incorporeal traits, outsider traits, vulnerability to fire |
| Saves: | Fort +5, Ref +7, Will +4 | Fort +5, Ref +7, Will +4 | Fort +5, Ref +7, Will +4 | Fort +7, Ref +5, Will +4 | Fort +6, Ref +8, Will +4 | Fort +6, Ref +6, Will +6 | Fort +10, Ref +4, Will +4 |
| Abilities: | Str —, Dex 17, Con 12, Int 7, Wis 10, Cha 18 | Str —, Dex 17, Con 12, Int 7, Wis 10, Cha 18 | Str —, Dex 17, Con 12, Int 7, Wis 10, Cha 18 | Str —, Dex 12, Con 17, Int 7, Wis 10, Cha 18 | Str —, Dex 15, Con 14, Int 7, Wis 10, Cha 18 | Str —, Dex 14, Con 15, Int 7, Wis 10, Cha 18 | Str —, Dex 10, Con 19, Int 7, Wis 10, Cha 18 |
| Skills: | Hide +10, Search +5, Sense Motive +8, Spot +8 | Hide +10, Search +5, Sense Motive +8, Spot +8 | Hide +11, Knowledge (the planes) +6, Search +6, Sense Motive +8, Spot +8 (+10 on other planes) | Diplomacy +6, Hide +9, Knowledge (the planes) +6, Search +6, Sense Motive +8, Spot +8, Survival +8 (+10 on other planes) | Hide +10, Knowledge (the planes) +6, Search +6, Sense Motive +8, Spot +8 (+10 on other planes) | Hide +10, Knowledge (the planes) +6, Search +6, Sense Motive +8, Spot +8 (+10 on other planes) | Hide +8, Knowledge (the planes) +6, Search +6, Sense Motive +8, Spot +8, Survival +8 (+10 on other planes) |
| Feats: | Combat Reflexes, Extra Turning | Combat Reflexes, Extra Turning | Dodge, Improved Initiative | Weapon Focus (incorporeal touch), Weapon Focus (ray) | Combat Reflexes, Lightning Reflexes | Iron Will, Toughness | Great Fortitude, Toughness |
| Environment: | Any land or underground | Any land or underground | Bleak Eternity of Gehenna (Khalas) | Ever-Changing Chaos of Limbo | Wilderness of the Beastlands | Infernal Battlefield of Acheron (Tintibulus) | The Nine Hells of Baator (Cania) |
| Organization: | Solitary or cluster (2–8) | Solitary or cluster (2–8) | Solitary | Solitary | Solitary | Solitary | Solitary |
| Challenge Rating: | 4 | 5 | 5 | 5 | 5 | 5 | 5 |
| Treasure: | None | None | None | None | None | None | None |
| Alignment: | Always neutral | Always neutral | Always neutral | Always neutral | Always neutral | Always neutral | Always neutral |
| Advancement: | 6–9 HD (Medium); 10–15 HD (Large) | 6–9 HD (Medium); 10–15 HD (Large) | 6–9 HD (Medium); 10–15 HD (Large) | 6–9 HD (Medium); 10–15 HD (Large) | 6–9 HD (Medium); 10–15 HD (Large) | 6–9 HD (Medium); 10–15 HD (Large) | 6–9 HD (Medium); 10–15 HD (Large) |
| Level Adjustment: | — | — | — | — | — | — | — |
Xag-Ya • Xeg-Yi • Xac-Yel • Xac-Yij • Xap-Yaup • Xong-Yong • Xor-Yost
Planar travelers typically know of only two types of energon–the xag-ya (positive energy) and the xeg-yi (negative energy), native inhabitants of the Energy Planes. But other kinds of energons wander the multiverse as well, including the xac-yij (acid), the xor-yost (cold), the xap-yaup (electricity), the xac-yel (fire), and the xong-yong (sonic). In the statistics given for each kind below, the indicated environment is one of the more likely places in which to encounter that particular energon. The purpose of the energons remains enigmatic. They find great releases of energy, especially of their particular type, to be attractive. They congregate at scenes of natural and created cataclysms. Sometimes one will peacefully follow a spellcaster whom the energon witnessed casting a powerful, energy-based spell.
Energons also exhibit curiosity about gates and portals, often choosing to go through them, if able. Because of this, energons can be found on almost any plane, even though the creatures have no natural ability to travel between planes. A lone energon can reproduce; energons procreate asexually by simply advancing to 15 Hit Dice and choosing to split into three energons of the same kind with 5 HD each. Few energons advance far enough to produce offspring, so while energons exist throughout the planes, they remain unusual and uncommon creatures.
An energon is a translucent globe about 2 feet across that floats and shimmers in the air, giving off an aura fitting to its particular type of energy (warm glow, cold glow, acidic, frosty, ozonelike, burning, or thrumming). A pair of spots on the upper hemisphere of the globe suggests eyes. Beneath the lower hemisphere of the globe, six to twelve tentacles dangle and curl. Energons spread and contract their tentacles when they move, much as an octopus or squid does.
As incorporeal creatures, energons ignore terrain. Large amounts of energy of their type will tend to attract energons. They often lurk, watching a spellcaster or creature who uses energy attacks. They rarely start fights, but occasionally seek to touch other creatures—a very painful prospect for most.
Energons do not speak, even among themselves.
Energons use their incorporeality to great advantage, retreating into solid objects when attacked. They rarely start a combat, but will fight fiercely if attacked. If in combat with a group of creatures, each type of energon has a preferred type of target that it will attack, if able.
Energy Ray (Ex): An energon’s energy ray has a range of 30 feet.
Explosion (Su): If an energon is reduced to 0 hit points, its body is instantaneously destroyed in an explosion that deals 1d8+9 points of damage of its energy type to everyone in a 20-foot-radius burst (Reflex DC 16 half). See the sections on positive energy and negative energy if the exploding energon is a xag-ya or a xeg-yi respectively. If a xag-ya and xeg-yi see each other, they rush together as fast as they can. When they make contact, both creatures are destroyed in an explosion that deals 2d8+18 points of damage (neither positive nor negative energy) within a 30-foot radius (Fortitude save DC 16 half).
Traits: Energons have outsider traits and incorporeal subtype traits.
This creature is a translucent globe about 2 feet across that floats and shimmers in the air, giving off a warm glow. Emerging from the lower hemisphere of the globe are six to twelve tentacles. The only other feature is a pair of spots on the upper hemisphere that suggest eyes.
Incorporeal creatures, xag-yas take no notice of features such as doors, walls, and furniture, silently gliding from place to place on unknowable errands. They often pause to observe other creatures, tending to favor places where birth is occurring. They rarely start fights, but their mere touch is dangerous to undead, so they consider them a threat and try to destroy them.
Some powerful clerics capture xag-yas, using them to guard a location or assist in a ritual. When freed, xag-yas express gratitude by healing their rescuers.
Xag-yas do not speak, even among themselves. Their feeding and reproductive habits remain unknown.
The xag-ya, being a creature of positive energy, can heal friends and deal extra damage to undead at its discretion.
Positive Energy: The positive energy damage dealt by the incorpeal touch or energy ray of the xag-ya damages only undead but heals living creatures. It can choose to suppress the energy of these attacks to avoid healing living creatures if it wishes, but it cannot suppress this damage if it explodes.
Turn Undead (Su): By suffusing a 60-foot-radius area with positive energy, a xag-ya can make the undead recoil. It turns undead as a 5th-level cleric and can do so five times per day. It cannot destroy undead.
This creature is a translucent globe about 2 feet across that floats and shimmers in the air, giving off a cold glow. Emerging from the lower hemisphere of the globe are six to twelve tentacles. The only other feature is a pair of spots on the upper hemisphere that suggest eyes.
Incorporeal creatures, xeg-yis take no notice of features such as doors, walls, and furniture, silently gliding from place to place on unknowable errands. They often pause to observe other creatures, tending to favor places where death is occurring. They rarely start fights, but their mere touch is dangerous, so many creatures consider them a threat and try to drive them off.
Some powerful necromancers capture xeg-yis, using them to guard a location, assist in a ritual, or strengthen undead minions. When freed, xeg-yis express gratitude by fighting on their rescuers’ behalf.
Xeg-yis do not speak, even among themselves. Their feeding and reproductive habits remain unknown.
The xeg-yi, being a creature of negative energy, can deal extra damage to living creatures at its discretion.
Negative Energy: The negative energy damage dealt by the incorpeal touch or energy ray of the xeg-yi damages living creatures but heals undead. It can choose to suppress the energy of these attacks to avoid healing undead creatures if it wishes, but it cannot suppress this damage if it explodes.
Rebuke Undead (Su): A xeg-yi can flood a 60-foot-radius area with negative energy, making undead creatures cower in fear. It rebukes undead as a 5th-level cleric, doing so up to five times per day. It cannot command undead.
This creature looks like a fireball with two eyes peering out of it and fiery tentacles trailing behind it.
The xac-yel prefers an exceptionally hot, dry environment. This fire-based energon and its cold-based cousin, the xor-yost, tend to be the most social of all energons. If encountered on a cold or wet plane, such as the Elemental Plane of Water or some levels of the Abyss, it is usually very agitated and desperately seeking a means of leaving. If anyone is kind enough to open a gate or usher a xac-yel toward one, it may follow that individual for a time to do him or her a favor before departing.
Xac-yels target fur-covered or large creatures before attacking others.
An acrid smell taints the air. A bright green ball looks wet with moisture. Each drop hisses as it falls. Its numerous, whiplike tentacles push it through the air.
The xac-yij prefers open-air environments and exhibit an aversion to enclosed spaces such as underground passages.
A xac-yij focuses its attacks on smaller creatures first, before attacking larger ones.
The air around this jellyfishlike creature crackles and pulses with electrical energy.
The xap-yaup lingers in areas of the planes with natural electrical phenomena. On the Material Plane, it often accompanies a fierce, lightning-filled storm.
A xap-yaup targets characters in heavy armor, especially metal, first.
The air around this translucent ball literally hums with energy. As it moves, streamers of iridescent tentacles pulse like those of a jellyfish.
The xong-yong enjoys being in noisy places.
A xong-yong targets creatures in light or medium armor first.
A frosty white ball radiates cold. Its numerous, whiplike tentacles push it through the air.
The xor-yost prefers exceptionally cold environments. This cold-based energon and its fire-based cousin, the xac-yel, tend to be the most social of all energons. If encountered on a hot plane, such as the Elemental Plane of Fire or some parts of the Nine Hells (such as Dis), a xor-yost is usually very agitated and desperately seeking a means of leaving. If anyone is kind enough to open a gate or usher the energon toward one, it may follow that individual for a time to do him or her a favor before departing.
A xor-yost attacks unarmored, lightly dressed characters before assailing those with heavy garb or armor.
Source: The Planar Handbook, page 119. The xag-ya and the xeg-yi were imported from the version 3.0 volume Manual of the Plains, page 168, and updated for version 3.5.