I think I should post what I already have for the creature:
Energon, Xeyren-Yiir
Large Outsider (Evil, Incorporeal)
Hit Dice: 12d8+48 (102)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 30 ft. (good)
AC: 20 (-1 size, +5 Dex, +7 deflection)
Attacks: 1-4 incorporeal touches +17 melee, 1-4 energy rays +17 ranged touch
Damage: Incorporeal touch 1d8 and energy effect; energy ray 1d4 and energy effect
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Energetic pseudopods, energetic burst
Special Qualities: Incorporeal, energetic resistance, telepathy
Saves: Fort +12, Ref +13, Will +11
Abilities: Str /, Dex 21, Con 18, Int 13, Wis 12, Cha 25
Skills: Bluff +22, Hide +16, Intimidate +24, Search +16, Sense Motive +16, Spot +16
Feats: Combat Reflexes, Improved Initiative, Iron Will
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 13?
Treasure: None
Alignment: Always neutral evil
Advancement: 13-19 HD (Large); 20-36 HD (Huge)
Xeyren-yiirs are a rare form of energon that combine not only positive and negative energy, but also the four classical elements within themselves. They are native to the Negative Energy Plane, tainted by it’s dark energy.
A xeyren-yiir appears as a large, translucent sphere, about 6 feet across, consisting of elemental energies, the deep darkness of negative energy and the bright light of positive energy. They can form up to 4 pseudopds, each visibly consisting of one energy type. They can alos combine two different pseudopods into one, creating a pseudopod that swirls with both energy types. As it is incorporeal, a xeyren-yiir does not care for material obstacles, though at times they tend to be drawn to places where the energies are strong, such as a volcano.
Combat
A xeyren-yiir faced with opposition will try to gauge the strengths and weaknesses of it’s enemies and form pseudopods as appropriate. It prefers to use it’s energy rays from a distance, and burst attacks against large groups of weaker enemies. If those attack types are undesirable for a reason, it may use it’s pseudopods for direct melee attacks.
Energetic Pseudopods (Ex/Su): As a free action, the xeyren-yiir can change the setup of it’s pseudopods during it’s turn, but only once per turn. It can choose either four pure pseudopods, two pure and a combined pseudopod, or two combined pseudopod. It can use each pseudopod either to make an incorporeal touch attack, a ray attack with a range of 60 ft., or a burst attack (Both the ray and the burst attacks are supernatural abilities, while the incorporeal touch is extraordinary). In addition, these formed pseudopods determine the xeyren-yiir’s resistances. The xeyren-yiir can choose the following pseudopods, but each element or energy can only be chosen once:
Air (Pure):
Earth (Pure):
Fire (Pure): The melee touch attack dealsan additional 1d8 points of fire damage. The ray deals an additional 1d6 points of fire damage.
Negative (Pure):
Positive (Pure):
Water (Pure):
Ashes (Combined Fire/Negative):
Dust (Combined Earth/Negative):
Ice (Combined Air/Water):
Lightning (Combined Air/Positive):
Magma (Combined Earth/Fire):
Mineral (Combined Earth/Positive):
Ooze (Combined Earth/Water):
Radiance (Combined Fire/Positive):
Salt (Combined Negative/Water):
Smoke (Combined Air/Fire):
Steam (Combined Positive/Water):
Vacuum (Combined Air/Negative):
Energetic Blast (Su): Instead of using a pseudopod for a melee touch or a ray, a xeyren-yiir can use it to create an energetic blast based on the energy types of that pseudopod, in a 30 feet radius around the xeyren-yiir. Every time it uses an energetic blast, the xeyren-yiir suffers 1d4 points of temporal Constitution damage. A xeyren-yiir is immune to the effects of a blast created by itself. The types of blasts that each pseudopod can create are as follows:
Air (Pure):
Earth (Pure):
Fire (Pure): Every creature caught in the blast suffers 3d6 points of fire damage, with a Reflex save (DC 20) for half possible.
Negative (Pure):
Positive (Pure):
Water (Pure):
Ashes (Combined Fire/Negative):
Dust (Combined Earth/Negative):
Ice (Combined Air/Water):
Lightning (Combined Air/Positive):
Magma (Combined Earth/Fire):
Mineral (Combined Earth/Positive):
Ooze (Combined Earth/Water):
Radiance (Combined Fire/Positive):
Salt (Combined Negative/Water):
Smoke (Combined Air/Fire):
Steam (Combined Positive/Water):
Vacuum (Combined Air/Negative):
Incorporeal: Xeyren-yiirs can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. They can pass through solid objects at will, and their attacks pass though armor. They always move silently.
Energetic Resistances: A xeyren-yiir possesses various resistances and immunities, based on the pseudopods it has formed in a given round. These resistances and immunities can be found in the following list:
Air (Pure):
Earth (Pure):
Fire (Pure): The xeyren-yiir has fire resistance 20.
Negative (Pure):
Positive (Pure):
Water (Pure):
Ashes (Combined Fire/Negative):
Dust (Combined Earth/Negative):
Ice (Combined Air/Water):
Lightning (Combined Air/Positive):
Magma (Combined Earth/Fire):
Mineral (Combined Earth/Positive):
Ooze (Combined Earth/Water):
Radiance (Combined Fire/Positive):
Salt (Combined Negative/Water):
Smoke (Combined Air/Fire):
Steam (Combined Positive/Water):
Vacuum (Combined Air/Negative):
Telepathy (Su): A Xeyren-yiir can communicate telepathically with any creature within 100 feet that has a language.