Energons are beings of pure, living energy formed from the planes of the Inner Sphere. They resemble intangible spheres of shimmering color surrounded by writhing tendrils that expand and contract as they move, much like a jellyfish's tentacles. There are many different kinds of energons that form on different planes of existence, but all share many traits in common.
Though native to the Inner Sphere, energons can be found almost anywhere due to their fascination with planar portals and gates. They have an insatiable curiosity and are driven to seek out sources of their elemental energy. Energons are known to follow around spellcasters whom they observe casting spells attuned to their particular energy, such as a xac-yel being drawn to a wizard who casts meteor swarm. The reasons behind this are unknown, and could range from simple curiosity to needing that energy to grow and reproduce.
Energons grow continuously throughout their lives until they reach 15 HD, at which point they split into three 5 HD energons of the same type. Energons with the same parent recognize each other as kindred but display no drive to protect each oher. These creatures are about as intelligent as a human child, but their mindset is so alien as to be incomprehensible. They appear to speak no language, not even amongst themselves.
Each energon is associated with one type of energy that defines its abilities. The known types of energons are listed below.
ENERGON
CR: 5
XP: 1,600
N Medium outsider (elemental, extraplanar, incorporeal)
Init: +5; Senses: Darkvision 60 ft.; Perception +8
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AC: 19, touch 19, flat-footed 14 (+4 deflection, +5 Dex)
hp: 57 (5 HD)
Fort +6, Ref +7, Will +4
Defensive Abilities: Elemental traits, incorporeal
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Speed: Fly 20 ft. (good)
Melee: 4 incorporeal touches +10 (2d6 energy)
Ranged: Energy ray +10 (2d8 energy)
Special Attacks: Explosion
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Str --, Dex 21, Con 20, Int 7, Wis 10, Cha 18
Base Atk: +5; CMB: +10; CMD: 20 (can’t be tripped)
Feats: Toughness plus two others (varies)
Skills: Fly +7, Knowledge (planes) +6, Perception +8, Sense Motive +8, Stealth +13
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Environment: Any (plane varies)
Organization: Solitary or cluster (2-8)
Treasure: None
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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 damage of its energy types equal to 2d8 + 1/2 its Hit Dice + its Cha modifier (typically 4d8+6). A successful DC 16 Reflex save reduces the damage by half. The save DC is Charisma-based.
XAC-YEL
Xac-yels are formed from pure heat energy and hail from the Plane of Fire. Xac-yels have the fire subtype, and their attacks and explosion deal fire damage.
Immune: Fire
Weakness: Vulnerability to fire
Init: +9
AC: 18, touch 18, flat-footed 14
CMD: 21 (can’t be tripped)
Feats: Dodge, Improved Initiative
XAC-YIJ
Xac-yijes are born from the Plane of Earth and are formed of entropic energy that mimics the properties of acid. Their attacks and explosion deal acid damage.
Immune: Acid
Melee: 4 incorporeal touches +11
Ranged: Energy ray +11
Feats: Weapon Focus (incorporeal touch, ray)
XAG-YA
Xag-yas are creatures of pure positive energy, and are naturally formed from the Positive Energy Plane.
Melee: 4 incorporeal touches +11
Positive Energy Lash (Su): A xag-ya's incorporeal touch and energy rays deal positive energy damage, and thus damage undead creatures, but heal living creatures of 2d6 points of damage. A xag-ya can control its positive energy enough to avoid healing living foes, however, dealing untyped damage (1d6 with an incorporeal touch or 1d8 with its energy ray).
A xag-ya can heal itself with its own positive energy as a standard action.
Feats: Combat Reflexes, Weapon Focus (incorporeal touch)
XAP-YAUP
Xap-yaups are living balls of electricity that coalesce in stormy regions of the Plane of Air. Their attacks and explosions deal electricity damage.
Ref +9
Immune: Electricity
Feats: Combat Reflexes, Lightning Reflexes
XEG-YI
Xeg-yis are blots of living negative energy budded from the Negative Energy Plane.
Ranged: Energy ray +11
Negative Energy Affinity (Ex): A xeg-yi is healed by negative energy and damaged by positive energy as if it were undead.
Negative Energy Lash (Su): A xeg-yi's incorporeal touch and energy rays deal negative energy damage, and thus damage living creatures, but heal undead creatures. A xeg-yi can control its negative energy enough to avoid healing undead foes, however, dealing untyped damage (1d6 with an incorporeal touch or 1d8 with its energy ray).
A xeg-yi can heal itself with its own negative energy as a standard action.
Feats: Combat Reflexes, Weapon Focus (energy ray)
XONG-YONG
Xong-yongs are formed of sonic energy in the deepest parts of the Ethereal Plane. Their attacks and explosions deal sonic damage.
Will +6
Immune: Sonic
Melee: 4 incorporeal touches +11
Feats: Iron Will, Weapon Focus (incorporeal touch)
XOR-YOST
Xor-yosts are, paradoxically, formed from a type of energy that is somehow inverse to heat energy. They hail from the Plane of Water. Xor-yosts have the cold subtype, and their attacks and explosion deal fire damage.
Immune: Cold
Weakness: Vulnerability to fire
Feats: Combat Reflexes, Stand Still
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