<make a note : which is which?>
FREQUENCY: Very rare
FREQUENCY:
Very rare ([Dungeon Level VIII])
FREQUENCY:
Uncommon ([Ethereal Plane])
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 6"
HIT DICE: 5 to 8
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 7-12
SPECIAL ATTACKS: Energy
blast or drain
SPECIAL DEFENSES: +1
or better weapon to hit
MAGIC RESISTANCE: 15%
INTELLIGENCE: High (mindless
by human standards)
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: 120 + 10
to 60
Attack/Defense
Modes: All/all
LEVEL/X.P. VALUE: VIII |
1100 + 10
Xag-ya are creatures from
the Positive Material Plane, and xeg-yi are
from the Negative Material
Plane. They are much alike, being reverse
images of each other.
Xag-ya are silver
and fiery. Their touch brings a
surge, much like a bolt
of lightning, that will cause combustion of highly
flammable materials such
as parchment, cloth, wood, etc.
Every other round, a xag-ya
can loose a bolt of energy that equals its
touch up to 10 feet at a
single target. The bolt heats metallic objects to
glowing. Metallic items
of magical nature do not heat if their owners
succeed in making their
saving throw vs. lightning. (Base 11 for hard
metal, 16 for soft, with
pluses to the die roll for magic components.)
Heated metal must be dropped
and any worn discarded. Damage per
segment of contact with
such metal is 1-4 points.
Xag-yi The touch of
a black, lifeless xeg-yi causes cell death,
life energy drain of
a mild sort, and aging and
rotting of such materials as are burned by
xag-ya. Xeg-yi send identical
tendrils of negative current which chill
metal and inflict damage.
Normal metal, magical properties, and magical
metals which have not been
saved vs. the energy melt are lost. That
which fails against the
negative current of xeg-yi shatters or decays due
to corrosion. (Saving throw
isthe same asthatvs. the attackof a xag-ya.)
Slaying either type of creature
releases a burst of energy or negative
force with a 10-foot radius.
This release inflicts double damage (14-24)
on all victims within its
area of effect, and saving throws must be made
as if a bolt had actually
touched the affected creatures. If a xag-ya and a
xeg-yi should ever meet,
theywill rush together and destroy each other
in a huge (30-foot radius)
explosion which looses 28-48 points of damage
(4d6+24) in the blast area.
Only magic weapons will affect
these creatures. Xag-ya are affected by
magic creating cold, xeg-yi
by that creating heat. Both sorts of creatures
are subject to attack by
disintegrate and magic missile. Negation and
absorption are effective
against the attack of xag-ya, while a mace of
disruption and rod of cancellation
are effective. Xeg-yi attacks without
harm to the devices used.
A shield spell prevents the attack of either
creature. A circle ofprotection
(spell, magic circle, thaumaturgic triangle,
or pentagram) will repulse
attacks of either kind of creature. All
other magic or spells, unless
of one of the above sorts, have no effect
except the following which
can slay or return either creature to its own
plane: abjure, alter reality,
banishment, dismissal, dispel magic (treat as
magic of a level equal to
twice the creature's hit dice), holy (unholy)
word, limited wish, plane
shift, wish.
Xag-ya and xeg-yi are often
used as guardians of magic. They can be
ensnared by magicsummonsand
linkedtoanobject. When the object is
torn, broken, or opened
without properly negating the summoning link,
the xag-ya or xeg-yi appears
and attacks all within a 3" radius of the
object.
Both creatures are spherical
with many radiating, tentacle-like protrusions.
Xag-ya have glowing golden
eyes. Xeg-yi have dull metallic orbs.
Xag-Ya
and Xeg-Yi: It is unlikely that life could originate on
these planes, yet these
two creatures, of the Positive and Negative
Material planes, respectively,
do inhabit these planes with no
ill effects. It is not known
whether they are native or are actually
from an unknown demi-plane
or alternate PMP
and are immune to effects
of the energy planes.
Xag-ya
and xeg-yi are mindless by Prime Material standards,
though it may be their alien
nature that prevents meaningful communication.
If a traveller can somehow
make his need for a guide
known, one of these creatures
may act as a guide (on a roll of 8 or
better on 2d6). No inducements
the traveller offers can persuade
the creature to change its
mind if the roll fails.
- Manual of the Planes