Greater Energon, uncomplete (was Elemental Sphere, CbP II)

Before anyone thinks that I have forgotten this one, I better post an uncomplete version:

Greater Energon
Greater energons, sometimes also called Elemental Spheres, are a rare type of energon that combine positive or negative energy with the four classical elemental energies. Xaynar-Yaars areinhabitants of the Positive Energy Plane, while Xeyren-Yiirs are native to the Negative Energy Plane.
A greater energon appears as a large, translucent sphere, about 6 feet across, consisting of elemental energies, as well as the deep darkness of negative energy or the bright light of positive energy, depending on the type. 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 greater energon does not care for material obstacles, though at times they tend to be drawn to places where the energies are strong, such as volcanoes.
Combat
A greater energon 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, a greater energon can change the setup of it’s pseudopods during it’s turn, but only once per round. 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 greater energon’s resistances. Each element or energy can only be chosen once.
Air (Pure):
Earth (Pure):
Fire (Pure): The melee touch attack dealsan additional 2d6 points of fire damage. The ray deals an additional 1d8 points of fire damage.
Water (Pure):
Ice (Combined Air/Water):
Magma (Combined Earth/Fire):
Ooze (Combined Earth/Water):
Smoke (Combined Air/Fire):
Energetic Blast (Su): Instead of using a pseudopod for a melee touch or a ray, a greater energon can use it to create an energetic blast based on the energy types of that pseudopod, in a 30 feet radius around the greater energon. Every time it uses an energetic blast, the greater energon suffers 1d4 points of temporal Constitution damage. A greater energon is immune to the effects of a blast created by itself.
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.
Water (Pure):
Ice (Combined Air/Water):
Magma (Combined Earth/Fire):
Ooze (Combined Earth/Water):
Smoke (Combined Air/Fire):
Incorporeal: Greater energons 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 greater energon possesses various resistances and immunities, based on the pseudopods it has formed in a given round.
Air (Pure):
Earth (Pure):
Fire (Pure): The greater energon has fire resistance 20.
Water (Pure):
Ice (Combined Air/Water):
Magma (Combined Earth/Fire):
Ooze (Combined Earth/Water):
Smoke (Combined Air/Fire):
Telepathy (Su): A greater energon can communicate telepathically with any creature within 100 feet that has a language.
Explosion (Su): If a greater energon is reduced to 0 hit points, ist body is instantaneously destroyed in an explosion that acts like a combined burst of the pseudopods it had extended at the time of ist destruction, except that the save DC is 23.

Energon, Greater, Xaynar-Yaar
Large Outsider (Good, 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: Up to 4 incorporeal touches +17 melee, up to 4 energy rays +12 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, explosion
Saves: Fort +12, Ref +13, Will +11
Abilities: Str /, Dex 21, Con 18, Int 13, Wis 12, Cha 25
Skills: Bluff +22, Diplomacy +26, Hide +16, Search +16, Sense Motive +16, Spot +16
Feats: Combat Reflexes, Improved Initiative, Iron Will
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always neutral good
Advancement: 13-19 HD (Large); 20-36 HD (Huge)
As a creature of light, the Xaynar-Yaar combines pure elemental power with the stregthening and purifying power of positive energy.
Energetic Pseudopods (Ex/Su):
Positive (Pure): This attack heals 2d8 points of damage to a living target as a melee attack, or 2d6 as a ray. Undead targets suffer an equal amount of damage. The Xaynar-Yaar can supress the damage dealt by the attack itself, if it is willing to do so.
Lightning (Combined Air/Positive): This attack deals 2d6 points of electricity damage as a melee attack, or 1d8 as a ray. The greater energon gains a +4 competence bonus to attack and damage rolls if the target wears a metal armor or actually consists of metal.
Mineral (Combined Earth/Positive):
Radiance (Combined Fire/Positive): In addition to the damage dealt, this attack blinds the target for 1d8 rounds as a melee attack, or 1d6 rounds as a ray. A successful Fortitude save (DC 20) halves the blinding duration.
Steam (Combined Positive/Water): This scalding attack deals 2d6 points of fire damage as a melee attack, or 1d8 as a ray. Creatures with the Fire subtype suffer half that amount as non-fire damage.
Energetic Blast (Su):
Positive (Pure): This burst of light heals 3d8 points of damage to a living target within reach, and deals an equal amount of damage to an undead target. Any target can make a Reflex save (DC 20) to reduce healing or damage taken by half.
Lightning (Combined Air/Positive): This burst deals 3d8 points of electricity damage, with a reflex save (DC 20) for half possible.
Mineral (Combined Earth/Positive):
Radiance (Combined Fire/Positive):
Steam (Combined Positive/Water): This scalding burst deals 3d6 points of fire damage, with a Reflex save (DC 20) for half possible. Creatures with the Fire subtype suffer half that amount as non-fire damage.
Energetic Resistances:
Positive (Pure):
Lightning (Combined Air/Positive): The greater energon has electricity resistance 30.
Mineral (Combined Earth/Positive):
Radiance (Combined Fire/Positive):
Steam (Combined Positive/Water): The greater energon emits a steamy aura with a 30 feet radius that causes all creatures with the Fire, Cold or Water subtypes to make a Will save (DC 20). If a creature fails at this save, they cannot enter the aura, and must leave it as soon as possible.

Energon, Greater, 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: Up to 4 incorporeal touches +17 melee, up to 4 energy rays +12 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, explosion
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: 14
Treasure: None
Alignment: Always neutral evil
Advancement: 13-19 HD (Large); 20-36 HD (Huge)
Entities of crackling darkness, the Xeyren-Yiir combines pure elemental power with the tainting and nihilistic power of negative energy.
Energetic Pseudopods (Ex/Su):
Negative (Pure): This attack heals 2d8 points of damage to an undead target as a melee attack, or 2d6 as a ray. Living targets suffer an equal amount of damage. The Xeyren-Yiir can supress the damage dealt by the attack itself, if it is willing to do so.
Ashes (Combined Fire/Negative):
Dust (Combined Earth/Negative):
Salt (Combined Negative/Water):
Vacuum (Combined Air/Negative):
Energetic Blast (Su):
Negative (Pure): This burst of crackling darkness heals 3d8 points of damage to an undead target within reach, and deals an equal amount of damage to a living target. Any target can make a Reflex save (DC 20) to reduce healing or damage taken by half.
Ashes (Combined Fire/Negative):
Dust (Combined Earth/Negative):
Salt (Combined Negative/Water):
Vacuum (Combined Air/Negative):
Energetic Resistances:
Negative (Pure):
Ashes (Combined Fire/Negative):
Dust (Combined Earth/Negative):
Salt (Combined Negative/Water):
Vacuum (Combined Air/Negative):
 
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