Neutral Man-sized Monster (extra-planar)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 0
MOVE: fly 6" (Class A)
HIT DICE: 5-8 (5 HD: hp 23)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 15
MELEE: pseudopod (1d6 + 6 electrical surge)
MISSILE: energy bolt (1d6 + 6 electrical surge)
SPECIAL ATTACKS: death burst, electrical surge, energy bolt - Hits As: +1
SPECIAL DEFENSES: immune to fire and electricity, magic immunity, DR/+1 (magic-none)
MAGIC RESISTANCE: 70%
INTELLIGENCE: High
MORALE: Fanatical
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
PSIONIC ABILITY: 120 plus 10-60
Attack/Defense Modes: All/All
LEVEL: VI (XP 550 + 5 per hp)
6 HD: 27 hp, THAC0 13, Hits as +1 , SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14, LEVEL: VI (XP 950 + 6 per hp)
7 HD: 32 hp, THAC0 13, Hits as +2 , SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13, LEVEL: VII (XP 1,425 + 8 per hp)
8 HD: 36 hp, THAC0 12, Hits as +2 , SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13, LEVEL: VII (XP 2,175 + 10 per hp)
Xag-ya are creatures from the Positive Material Plane. They have the shape of silvery spheres with tentacle-like appendages and glowing, golden eyes. They have high intelligence, but their minds are alien and their thoughts are incomprehensible to humans.
The touch of a xag-ya causes 1d6+6 points of damage, and causes an energy surge similar to a bolt of lightning, which will ignite easily flammable materials such as parchment, cloth, or wood. Metallic objects are heated to searing temperatures. Normal metal objects melt immediately, but magical metal wil remain cool and undamaged if it successfully saves vs. Lightning.
Every other round a xag-ya can loose at a single target a 10-ft bolt which has the same effect as its touch. Persons wearing or carrying heated metal objects must drop them immediately or suffer 1-4 points of damage each round they are in contact with the metal. Magical soft items will not ignite if they save vs. Lightning.
A shield spell blocks their bolt attack.
Slaying a xag-ya releases a burst of energy that inflicts 2d6 + 12 points of damage to all within a 10-ft radius, half if a save vs. Death is made. Flammable or metallic objects must also make a saving throw as outlined above.
Xag-ya can be wounded only by magical weapons. They have magic resistance of 15%, and are vulnerable to magic as follows:
Disintegrate, magic missile, and cold-based spells have normal effects.
A protection from evil spell keeps them at bay.
Abjure, alter reality, banishment, dismissal, holy word, limited wish, plane shift, and wish spells will return xag-ya to their own plane.
Dispel magic will also return them to their plane if the dispel is successful against a level of magic equal to twice the xag-ya's hit dice.
A thaumaturgic triangle will keep a xag-ya at bay.
A rod of absorption or wand of negation will cancel a xag-ya's attack without harm to the item.
Xag-ya are often used as guardians of magic. They can be ensnared and linked to the object that they guard. When the object is torn, broken, or otherwise disturbed without negating the link, the xag-ya will appear and attack all within 3" of the thing it guards.
Xag-ya are the mortal enemies of xeg-yi. If they meet, the two creatures will destroy each other [...]. If a xag-ya and a xeg-yi meet, the two will rush together and destroy each other in a violent explosion. All persons within 30-ft will take 4d6 + 24 points of damage. Half if they save vs. Death.
Neutral Man-sized Monster (extra-planar)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 0
MOVE: fly 6" (Class A)
HIT DICE: 5 (hp 23)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 15
MELEE: pseudopod (1d6 + 6 cold)
MISSILE: bolt of force (1d6 + 6 cold)
SPECIAL ATTACKS: death burst, chilling touch, bolt of force - Hits As: +1
SPECIAL DEFENSES: immune to cold, magic immunity, DR/+1 (magic-none)
MAGIC RESISTANCE: 70%
INTELLIGENCE: High
MORALE: +25%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
PSIONIC ABILITY: 120 plus 10-60
Attack/Defense Modes: All/All
LEVEL: VIII (XP 1,100 + 10 per hp)
6 HD: 27 hp, THAC0 13, Hits as +1 , SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14, LEVEL: VI (XP 950 + 6 per hp)
7 HD: 32 hp, THAC0 13, Hits as +2 , SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13, LEVEL: VII (XP 1,425 + 8 per hp)
8 HD: 36 hp, THAC0 12, Hits as +2 , SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13, LEVEL: VII (XP 2,175 + 10 per hp)
Xeg-yi are creatures from the Negative Material Plane. They have the shape of black spheres with tentacle-like appendages and dull metallic black eyes. They have high intelligence, but their minds are alien and their thoughts are incomprehensible to humans.
The touch of a xeg-yi causes 1d6 + 6 points of damage, and causes chilling, which rots soft or flammable materials. Metal touched by a xeg-yi is chilled and corroded instantly, unless it is magical. Magical metal will remain undamaged if it successfully saves vs. Lightning. Magical soft materials will not rot if they save vs. Lightning.
Every other round a xeg-yi can loose at a single target a 10-ft bolt of force which has the same effect as its touch. Persons wearing or carrying chilled metal objects must drop them immediately or suffer 1-4 points of damage each round they are in contact with the metal.
A shield spell blocks their bolt attack.
Slaying a xeg-yi releases a burst of energy that inflicts 2d6 + 12 points of damage to all within a 10-ft radius, half if a save vs. Death is made. Flammable or metallic objects must also make a saving throw as outlined above.
Xeg-yi can be wounded only by magical weapons. They have magic resistance of 15%, and are vulnerable to magic as follows:
Disintegrate, magic missile, and fire-based spells have normal effects.
A protection from evil spell keeps them at bay.
Abjure, alter reality, banishment, dismissal, holy word, limited wish, plane shift, and wish spells will return xag-ya to their own plane.
Dispel magic will also return them to their plane if the dispel is successful against a level of magic equal to twice the xeg-yi's hit dice.
A thaumaturgic triangle will keep a xeg-yi at bay.
A mace of disruption or rod of cancellation will cancel a xeg-yi's bolt of energy draining without harm to the mace or rod.
Xeg-yi are often used as guardians of magic. They can be ensnared and linked to the object that they guard. When the object is torn, broken, or otherwise disturbed without negating the link, the xeg-yi will appear and attack all within 3" of the thing it guards.
Xeg-yi are the mortal enemies of xag-ya. If they meet, the two creatures will destroy each other [...]. If a xag-ya and a xeg-yi meet, the two will rush together and destroy each other in a violent explosion. All persons within 30-ft will take 4d6 + 24 points of damage. Half if they save vs. Death.