Psionic Bestiary11/22/2002

Energon (Xag-Az)

Medium-Size Outsider (Incorporeal)
Hit Dice: 5d8+5 (27 hp)
Initiative: +3
Speed: Fly 30 ft. (perfect)*
AC: 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14
Attacks: 4 incorporeal touches +8 melee touch, or energy ray +8 ranged touch
Damage: Incorporeal touch 1d6, energy ray 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Explosion, psionics
Special Qualities: Energy lash, incorporeal subtype, plane shift
Saves: Fort +5, Ref +7, Will +5
Abilities: Str --, Dex 17, Con 12, Int 7, Wis 13, Cha 18
Skills: Diplomacy +6, Hide +10, Search +6, Sense Motive +8, Spot +9
Feats: Combat Reflexes, Speed of Thought
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or cluster (3-8)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 6-9 HD (Medium-size); 10-15 HD (Large)

Xag-az are energons that have evolved over centuries on the Astral Plane. They wander elsewhere to satisfy curiosity or fulfill some unknown plan. They are translucent globes about 2 feet across that float and shimmer in the air. The silvery glow that emanates from their bodies shifts into another color based on the energy they last used. This color change generally lasts a couple of hours before becoming its pale silver default, though the xag-az can shift at any time before then if it changes the energy form it uses again. 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.

As an incorporeal creature, the xag-az takes no notice of features such as doors, walls, and furniture, and it silently glides from place to place on unknowable errands. They often pause to observe other creatures, and they tend to linger in places where the use of psionics has occurred or is currently occurring. Xag-az 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, clerics, and psions capture xag-az and use them to guard a location or assist in a ritual. When freed, xag-az generally disappear quickly into the nearest solid material.

Xag-az do not speak, even among themselves. Their feeding and reproductive habits remain unknown.


Energons like to move around in combat, using their incorporeal state to outmaneuver material foes. A xag-az often fires its energy ray, then ducks into a solid object to avoid a counterattack. In melee combat, a xag-az tries to position itself so that its enemies can't maneuver easily and then tries to use Combat Reflexes to make extra attacks of opportunity. A xag-az can fight with only four tentacles at a time. While they seldom initiate psionic combat, they prefer to do so while hidden in a solid object.

Explosion (Su): If a xag-az is reduced to 0 hit points, its body is instantaneously destroyed in an explosion of energy that deals 1d8+6 points of damage to everyone in a 20-foot-radius burst (Reflex save DC 16 half). The type of energy (acid, cold, electricity, fire, or sonic) is random (see Table 1-1: Random Energy Determination).

Psionics (Sp): At will -- detect psionics; 3/day -- dismiss ectoplasm, negate psionics. Manifester level 15th; save DC key ability modifier + power level. Attack/Defense Modes: At will -- ego whip/mental barrier.

Energy Lash (Su): A xag-az can make a ranged touch attack or hit with an incorporeal touch attack to deal an additional 2d8+6 points of energy damage to the target. A xag-az can control its energy enough to select the type of energy (acid, cold, electricity, fire, or sonic) for each attack. This power can be used up to five times per day.

Incorporeal Subtype: A xag-az can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A xag-az can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. A xag-az always moves silently and cannot be heard with Listen checks if it doesn't wish to be.

Outsider Traits: Xag-az possess darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life).

Plane Shift (Su): If a xeg-yi or xag-ya makes contact with a xag-az, the xag-az is immediately shifted to a random location on the Astral Plane, and the xeg-yi or xag-ya is shifted to a random location on a random plane. If a xag-ya or xeg-yi perceives a xag-az, they flee if possible. The xag-az generally ignores both the xag-ya and xeg-yi, unless they happen to be guarding something the xag-az is curious about.

Table 1-1: Random Energy Determination

d20 Result Glow
1-4 Acid Green
5-8 Cold Blue
9-12 Electricity Purple
13-16 Fire Red
17-20 Sonic Yellow

With inspiration and testing provided by members of the wizards online community

Recent Mind's Eyes
Recent Articles

About Us Jobs New to the Game? Inside Wizards Find a Store Press Help Sitemap

©1995- Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.

Terms of Use-Privacy Statement

Home > Games > D&D > Articles 
You have found a Secret Door!
Printer Friendly Printer Friendly
Email A Friend Email A Friend
Discuss This Article Discuss This Article