Magi-Nation: Creatures - X

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Magi-Nation d20 Home Page - Dream Creatures - Creature Listings


Xala

Huge Aberration
Hit Dice: 10d8+40 (85 hp)
Initiative: +4
Speed: 60 ft.
AC: 20 (-2 size, +12 natural) touch 8, flatfooted 20
Base Attack/Grapple: +7/+22
Attack: Bite +12 melee (2d8+7)
Full Attack: Bite +12 melee (2d8+7), 2 Stamps +7 melee (2d6+3)
Face/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Swallow Whole, Piercing Scream
Special Qualities: Blindsight 100 ft., darkvision 60 ft., Illusion
Saves: Fort +7 Refl +3 Will +9
Abilities: Str 24 Dex 11 Con 19 Int 7 Wis 14 Cha 12
Skills: Jump +20 Listen +18 Sense Motive +6
Feats: Ability Focus (Piercing Scream), Improved Initiative, Magic Sense, Power Attack
Region: D'Resh
Organization: Solitary
Challenge Rating: 8
Control: 25

This bizarre creature appears to be mostly a gaping maw standing on four slender legs. The creature has a crest of stone-like plates, as well as plates cover their shoulders, hips, and their lower limbs. The creature does not have visible eyes or ears, but seems to sense you anyway.

The Xala is a large, somewhat bizarre creature. It is a rarity even in D'Resh, where it roams the sandy wastes. Xalas prefer wide open terrain, where they can run freely. Xalas usually keep to themselves, but occasionally call to each other with their screams.

The xala has small, weak eyes, protected from the sand and glare by the plates on the top of the creature's head. Its eyes are strong enough to identify creatures at a distance, but the xala generally prefers to use hearing and Magic Sense to determine the status of other creatures. Its ears are located near its shoulders, also protected by the plates.

Blindsight: A xala can use hearing to ascertain all foes within 100 ft.

Illusion (Ex): The xala has the illusion descriptor. It cannot physically touch magi or non-magical objects except for natural terrain.

Improved Grab (Ex): To use this ability, the xala must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold, and can attempt to swallow the foe the following round.

Swallow Whole (Ex): A xala may attempt to swallow a grabbed opponent of smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+10 points of crushing damage. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the xala's interior (AC 15), or try to escape by winning a grapple check (which returns the creature to the xala's mouth, where it may be bitten or swallowed again). Any hole created by an exiting creature is quickly sealed by muscular action.

A xala's stomach can hold 2 Medium, 8 Small, 32 Tiny or 128 Diminuative or smaller opponents.

Piercing Scream (Su): The xala can emit a piercing scream once every 1d4 rounds. This scream does 5d6 sonic damage to all creatures in a cone up to 100 feet long (Reflex Save DC 21 for half damage, Con-based save). In addition, the scream has the additional property of unsettling any creature trying to use a supernatural ability. Affected creatures who attempt to use a supernatural ability must make a Concentration check as if they were using a spell-like ability.

Skills: A xala has a +8 racial bonus on Listen checks.

Advancement: The xala's piercing scream increases 1d6 damage per 2HD, and the range increases by 10ft. per hit die. The xala's blindsight also extends an extra 10 ft. per hit die.


Xamf

Alpine Xamf Crouching Xamf Xamf
Medium Magical Beast Small Magical Beast Medium Magical Beast
Hit Dice: 8d10+32 (76 hp) 3d10+6 (22 hp) 6d10+18 (51 hp)
Initiative: +3 +3 +3
Speed: 40 ft. 30 ft. 40 ft., Climb 10 ft.
AC: 19 (+3 Dex, +6 natural) touch 13, flatfooted 16 17 (+1 size, +3 Dex, +3 natural) touch 14, flatfooteed 14 20 (+3 Dex, +7 natural) touch 13, flatfooted 17
Base Attack/Grapple: +8/+12 +3/-2 +6/+8
Attack: Claw +12 melee (1d8+4) Claw +3 melee (1d3-1) Claw +8 melee (1d8+2)
Full Attack: 2 Claws +12 melee (1d8+4), Bite +7 melee (1d6+2) 2 Claws +3 melee (1d3-1), Bite -2 melee (1d4+0) 2 Claws +8 melee (1d8+2), Bite +3 melee (1d6+1)
Face/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Improved Grab, Pounce, Rake 1d8+4 Improved Grab, Pounce, Rake 1d3-1, Flanking Attack, Skulking Claw Improved Grab, Pounce, Rake 1d8+2, Windchill
Special Qualities: darkvision 60 ft., low-light vision, Cold Resistance 10 darkvision 60 ft., low-light vision, Cold Resistance 5, Shadow, Skulk darkvision 60 ft., low-light vision, Cold Resistance 10, Storm Herald
Saves: Fort +10 Refl +9 Will +4 Fort +5 Refl +6 Will +2 Fort +8 Refl +8 Will +4
Abilities: Str 18 Dex 17 Con 19 Int 14 Wis 14 Cha 11 Str 8 Dex 17 Con 14 Int 13 Wis 12 Cha 8 Str 14 Dex 17 Con 17 Int 14 Wis 14 Cha 13
Skills: Balance +11 Climb +8 Escape Artist +7 Hide +13 Jump +12 Listen +12 Move Silently +13 Sense Motive +6 Spot +10 Balance +8 Climb +1 Hide +15 Jump +1 Move Silently +11 Sense Motive +2 Spot +7 Balance +13 Climb +16 Hide +9 Jump +10 Knowledge (Nature) +6 Listen +10 Move Silently +11 Sense Motive +4 Spot +8
Feats: Alertness, Combat Reflexes, Power Attack, Stable Footing (B) Alertness, Improved Critical (claw), Stable Footing (B) Alertness, Diving Charge, Power Attack, Stable Footing (B)
Region: Kybar's Teeth or Naroom Kybar's Teeth Kybar's Teeth
Organization: Solitary or pair Solitary or pair Solitary or pair
Challenge Rating: 6 2 5
Control: 24 14 22

Xamfs are feline dream creatures which dwell high in the mountains. They prefer colder climates, and have thick fur coats. Both intelligent and cautious, xamfs are fond of observing situations before taking action. Xamfs are quite intelligent creatures, and quite loyal to anyone they befriend.

Xamfs are standoffish. They do not make friends easily, though they are not immediately hostile either. When approached by a magi who wishes to befriend them, a xamf may brush off the magi's initial entreaties. Later, the magi will find the xamf has been observing him, evaluating whether the magi would make a good companion. This is particularly ironic since most of a xamf's special abilities work only when it is controlled by a magi. A xamf never makes a decision hastily.

Improved Grab (Ex): To use this ability, the xamf must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a xamf charges a foe during the first round of combat, it can make a full attack, including two rake attacks.

Skills: Xamfs of all varieties have a +4 racial bonus on Balance, Hide and Move Silently checks. They also have a +2 racial bonus on Listen checks.

Feat: Stable Footing: This feat (from Races of Eberron) gives the xamf a +4 bonus on resisting bull rush and trip attempts while standing on the ground. Furthermore, the xamf takes no penalties from moving over difficult terrain.

Alpine Xamf

This creature resembles a large lynx. It has olive green fur, and a long tufted tail. Its long ears resemble leaves, and small leaf-like growths cover each of its strong claws. It observes you intently,

The alpine xamf can be found in both the piney highlands of Naroom and along the slopes of Kybar's Teeth near the tree line. They prefer to hide among the trees and brush.

Strengthening Aura (Ex): An alpine xamf produces a strengthening effect around it, to a radius of 60 feet. All creatures within the aura which serve the same magi as the alpine xamf gain a +4 enhancement bonus to Strength and Constitution. This enhancement bonus lasts as long as the creatures remain in the aura's area of effect. The magi can sense the strengthening aura functioning, though he or she gains no direct benefit.

Advancement:

Crouching Xamf

This small feline creature's face is covered by thick fur, obscuring its features. Its small ears are mostly hidden behind long tufts, and the creature has two parallel rows of rocklike spikes running down its back. It has tufted claws and a tufted tail.

The runt of the xamf family, the crouching xamf is a variant which resents other larger creatures. The crouching xamf has a severe inferiority complex, which is aggravated by living among the larger, stronger creatures of Kybar's Teeth. Therefore, crouching xamfs hide from their brethren, sulking and striking against other xamfs and other Kybarite creatures. Crouching xamfs will willingly cooperate with magi which might allow them to express their hostility. They are as cautious as any xamf though.

A crouching xamf will work with a magi's other dream creatures, preferring to partner with the largest one. The crouching xamf forms a partner bond with a particular dream creature, which then benefits from the xamf's special abilities. The crouching xamf will use flanking to harry any creature which threatens its allies. The crouching xamf cannot form a partner bond with another creature unless it is working with a magi, and the other creature must be a creature controlled by the same magi.

Flanking Attack (Ex): Crouching xamfs gain a +2d6 damage bonus to their claw attacks when attacking a flanked target, as if they were a rogue.

Skulking Claw (Ex): Whenever the crouching xamf scores flanking damage from its flanking attack, its partner creature gains hit points equal to the flanking damage bonus. If the crouching xamf scores a critical hit with its claw attack while skulking, the partner creature increases in size by one category, as if affected by an Enlarge Person spell (see Player's Handbook, pg 226). Any temporary hit points are lost at the usual rate, while the enlarging effect lasts for 3 minutes. The partner creature can only be enlarged by one size category.

Shadow (Ex): The crouching xamf ignores Core taint, and may serve a tainted master. It will even serve a true Core magi.

Advancement: For every hit die they gain, the duration of the Skulking Claw's enlarging effect increases by one minute. The Flanking Attack damage increases by +1d6 per every 2HD.

Xamf

This feline creature resembles a large lynx, with tufted ears, strong claws, and a long tail. It has stone-grey fur. The creature regards you coolly.

The xamf is fond of perching atop rocks for hours at end, watching over the surrounding area. Their claws are very strong, capable of holding onto rock tightly. They have excellent eyesight and hearing.

Xamfs are considered heralds of winter storms. They are particularly tuned to weather, and will frequently emerge into the physical world to enjoy the feel of a brisk snowshower. Paradoxically, they are considered to be good luck, and Kybarites welcome the physical challenges that winter storms bring.

Windchill: Xamfs can surround themselves with a chilling wind at will. The windchill is identical to a Gust of Wind spell (see Player's Handbook, pg. 238), except that in addition, creatures take 1d6 cold damage (half if the Fortitude save is made). The xamf can also alter the shape of the Windchill, choosing between a 60 ft. line and a 30 ft. cone. The Fortitude save DC is 14, and is Cha-based.

Storm Herald (Ex): The air around a xamf is cooler than the surrounding air. Any friendly Kybarites within 30 feet of a xamf are exhilarated by this, and gain a +2 morale bonus to attack rolls, saves, and skill checks. A magi bonded to the xamf gains a +4 bonus instead.

Skills: Xamfs have a +8 racial bonus to Climb checks, and can always choose to take 10 on Climb checks, even if rushed or threatened.

Advancement: For each hit dice, the windchill extends an extra 10 ft. if used as a line, or 5 ft. as a cone. The radius of the Storm Herald ability also increases by 5 ft./HD.


Xyx

Bubble Xyx Cyclone Xyx Inferno Xyx Sandstorm Xyx
Medium Elemental [Air, Water] Huge Elemental [Air] Huge Elemental [Air, Fire] Large Elemental [Air]
Hit Dice: 5d8+10 (32 hp) 12d8+48 (102 hp) 9d8+36 (76 hp) 5d8+5 (27 hp)
Initiative: +2 +7 +1 +2
Speed: Fly 50 ft. (perfect), Swim 40 ft. Fly 80 ft. (perfect) Fly 50 ft. (good) 60 ft.
AC: 17 (+2 Dex, +5 natural) touch 12, flatfooted 15 20 (-2 size, +3 Dex, +9 natural) touch 11, flatfooted 17 18 (-2 size, +1 Dex, +9 natural) touch 9, flatfooted 17 17 (-1 size, +2 Dex, +6 natural) touch 11, flatfooted 15
Base Attack/Grapple: +3/+4 +9/+23 +6/+19 +3/+9
Attack: Slam +4 melee (1d6+1) Slam +13 melee (2d8+6 + 1d8 electrical) Slam +9 melee (2d6+5 + 2d6 fire) Whirlwind (2d6+3)
Full Attack: Slam +4 melee (1d6+1) 2 Slams +13 melee (2d8+6 + 1d8 electrical) 2 Slams +9 melee (2d6+5 + 2d6 fire) Whirlwind (2d6+3)
Face/Reach: 5 ft./ 5 ft. 15 ft./10 ft. 15 ft./10 ft. see below
Special Attacks: Burst Storm Front Burn, Blast, Inferno Whirlwind, dissipate
Special Qualities: Pop, Elemental traits, Electrical Resistance 10 Backlash, Circling Winds, Elemental traits, Immune to Electricity, Whirlwind Elemental traits, immunity to fire, vulnerability to cold Elemental traits, vortex
Saves: Fort +6 Refl +6 Will +1 Fort +8 Refl +11 Will +4 Fort +7 Refl +7 Will +3 Fort +2 Refl +6 Will +1
Abilities: Str 12 Dex 15 Con 14 Int 17 Wis 11 Cha 11 Str 22 Dex 17 Con 18 Int 13 Wis 11 Cha 14 Str 20 Dex 13 Con 18 Int 10 Wis 11 Cha 13 Str 14 Dex 15 Con 12 Int 8 Wis 11 Cha 11
Skills: Bluff +2 Gather Information +6 Intimidate +4 Listen +8 Search +11 Sense Motive +4 Spot +10 Swim +11 Intimidate +11 Listen +6 Search +7 Sense Motive +9 Spot +15 Intimidate +10 Search +6 Spot +9 Intimidate +3 Jump +16 Spot +3
Feats: Alertness, Dodge Ability Focus (Storm Front), Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative Ability Focus (Blast), Ability Focus (Inferno), Dodge, Power Attack Deflect Arrows, Dodge
Region: Orothe or Arderial Arderial Cald D'Resh
Organization: Solitary, Cluster (2-5), or Flock (6-12 of varying types) Solitary, Cluster (2-5), or Flock (6-12 of varying types) Solitary Solitary or Cluster (2-5)
Challenge Rating: 3 7 6 4
Control: 15 23 22 18





Smoke Xyx Xyx Xyx Elder Xyx Minor
Large Elemental [Air, Fire] Large Elemental [Air] Huge Elemental [Air] Medium Elemental [Air]
Hit Dice: 6d8+18 (45 hp) 4d8+8 (26 hp) 8d8+32 (68 hp) 3d8+3 (16 hp)
Initiative: +1 +1 +1 +2
Speed: Fly 40 ft. (good) Fly 40 ft. (perfect) Fly 60 ft. (perfect) Fly 40 ft. (perfect)
AC: 16 (-1 size, +1 Dex, +6 natural) touch 10, flatfooted 15 16 (-1 size, +1 Dex, +6 natural) touch 10, flatfooted 15 17 (-2 size, +1 Dex, +8 natural) touch 9, flatfooted 16 15 (+2 Dex, +3 natural) touch 12, flatfooted 13
Base Attack/Grapple: +4/+11 +3/+9 +6/+18 +2/+2
Attack: Slam +6 melee (1d8+3 + 1d4 fire) Slam +4 melee (1d6+2 + 1d6 electrical) Slam +8 melee (2d6+4 + 2d6 electrical) Slam +2 melee (1d6 + 1d6 electrical)
Full Attack: 2 Slams +6 melee (1d8+3 + 1d4 fire) 2 Slams +4 melee (1d6+2 + 1d6 electrical) 2 Slams +8 melee (2d6+4 + 2d6 electrical) Slam +2 melee (1d6 + 1d6 electrical)
Face/Reach: 10 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft. 5 ft./5 ft.
Special Attacks: Charring touch, Suffocate Spark, Shock Spark, Shock, Shockstorm
Special Qualities: Elemental traits, immunity to fire, vulnerability to cold, Shadow Downpour, Elemental traits, Electrical Healing Downpour, Elemental traits, Electrical Healing Downpour, Elemental traits, Electrical Healing, Gathering Clouds, Augment
Saves: Fort +5 Refl +6 Will +2 Fort +3 Refl +5 Will +1 Fort +6 Refl +7 Will +2 Fort +2 Refl +5 Will +1
Abilities: Str 16 Dex 13 Con 16 Int 8 Wis 11 Cha 11 Str 14 Dex 13 Con 14 Int 8 Wis 11 Cha 11 Str 18 Dex 13 Con 18 Int 10 Wis 11 Cha 13 Str 12 Dex 15 Con 12 Int 8 Wis 11 Cha 11
Skills: Bluff +3 Intimidate +3 Spot +3 Intimidate +2 Spot +5 Intimidate +8 Listen +7 Spot +12 Intimidate +2 Spot +4
Feats: Ability Focus (Suffocate), Dodge, Power Attack Ability Focus (Shock), Dodge Ability Focus (Shock), Ability Focus (Shockstorm), Dodge Dodge, Flyby Attack
Region: Cald Arderial Arderial Arderial
Organization: Solitary or Cluster (2-5) Solitary, Cluster (2-5), or Flock (6-12 of varying types) Solitary, Cluster (2-5), or Flock (6-12 of varying types) Solitary, Cluster (2-5), or Flock (6-12 of varying types)
Challenge Rating: 4 3 6 2
Control: 18 14 20 13

The xyxes are creatures composed of air and energy, resembling living clouds. They maintain a field of energy within them, converted from Dream Energy into other forms of energy, such as electricity. The energy provides a cohesive force which sustains the xyx, holding them together. If this energy is either used up or disrupted, the xyx will return to the dream plane.

A xyx typically attacks by touching, slamming into, or enveloping its target. They can move quickly enough to be quite dangerous. Because a xyx is largely insubstantial, an opponent can easily escape even when a xyx totally envelops them. A xyx cannot grapple a foe.

Most xyxes are social creatures. The various types frequently interact with each other, and xyxes will aid each other, regardless of type. Most also form strong bonds with magi, and are among the most dependable dream creatures a magi may control.

Gaseous Body (Ex): A xyx of any type is primarily composed of gas. It may automatically succeed any Escape Artist check, and may force itself through non-airtight openings. If flowing through a non-airtight barrier (e.g., around/through a door), it moves at half speed.

Bubble Xyx

This creature resembles a 4 foot diameter bubble. A pair of eyes within the bubble shine menacingly over an insubstantial mouth.

The bubble xyx is a common variant which can live either above or below the water's surface. Rather than the quasi-amorphous shape of most xyxes, bubble xyxes are spherical. Their gaseous component is protected by a membrane, which insulates the xyx from the varying pressures they encounter.

If a bubble xyx needs to force itself through a non-airtight barrier, it typically fragments into a number of smaller bubbles to proceed through the barrier. It can then reconstitute itself into a single large bubble. This is automatic, and takes no effort by the bubble xyx.

Bubble xyxes can survive at any depth or altitude. They are fond of delving into depths or heights where most magi do not travel. A bubble xyx which serves an Arderian may dive into depths of the ocean, while a bubble xyx serving an Orothean might ascend to great heights. The bubble xyx is among the most intelligent of xyxes, and they seek tidbits of information on these trips.

Burst (Ex): The bubble xyx may burst a part of itself while in combat with another creature. The bubble xyx voluntarily ruptures part of the membrane surrounding itself, and it can use burst in its own square or any square it threatens. Any creatures (other than the bubble xyx) in the square suffers 2d6 non-lethal damage. In addition, the affected creatures must make a Fortitude save (DC 14, Con-based save) or be dazed. The burst will also spray everyone in the affected square with water. This attack does not affect the bubble xyx, and can be used once every 1d4 rounds.

Pop (Su): A bubble xyx which serves a magi gains the ability to instantly transport themselves to the magi's location. A bubble xyx can only use this ability when it is already in the real world. A bubble xyx will disappear from its original location, and appear near its magi. This is accompanied by a burst of air and water in both locations. The bubble xyx is therefore frequently used to scout an area, or search for information, and the creature is intelligent enough to recognize useful information and return to its magi.

Advancement: For each additional Hit Die, the bubble xyx gains +1 Str, +1 Con. For each additional 2HD, the bubble xyx gains +1 Int, and +1 to its natural armor bonus. At 10HD, the bubble xyx may fling the Burst bubble as a grenade-like weapon, with a range increment of 10 ft.

Cyclone Xyx

This creature resembles a flexible column of twisting cloudmass, larger at the top, and tapering to a small point at the other end. Two eyes glow brightly from the upper surface of the column.

One of the larger xyxes, the cyclone xyx's energy is composed of a hybrid of electrical force and coriolis effects. The cyclone xyx's electrical energy is only as intense as that of the common xyx, but the ripping effect of the winds are a different matter. In its normal state, the winds circle around a cyclone xyx, but are not dangerous. However, once the cyclone xyx is threatened, the winds around it increase in intensity.

Circling Winds (Ex): Whenever the xyx is aware of a threat (e.g., whenever it is not flatfooted or surprised), the cyclone xyx is surrounded by Severe-level circling winds. Anyone within a square threatened by the cyclone xyx is subject to these winds. The winds subject any creature within them to the effects of Severe winds (see Dungeon Master's Guide, page 95).

Backlash (Ex): If the cyclone xyx is physically attacked before it has generated its Circling Winds (see above), it will react to the attack by quickly generating the winds automatically. This is a purely reflexive action, and the xyx cannot prevent it. Due to the sudden increase in wind speed, all creatures in threatened squares suffer the effects of Circling Winds, but with the wind speed is raised to Windstorm level for the round. When the xyx gets its next action the Circling Winds drop to their normal speed.

Storm Front (Su): While airborne, the cyclone xyx can expand the area its winds and electrical pulses reach, and direct it toward opponents. Once every 1d4 rounds, a cyclone xyx may generate a wavefront of storm-like conditions, with intense wind and electrical discharges, in a 120 foot cone. All creatures within the area of effect suffer 2d6 damage from buffeting, or 4d6 buffeting if airborne, + 2d6 electrical damage (Reflex save half, DC 22, the save is Con-based). Furthermore, airborne creatures who fail the save are forced back 5 ft./point of buffeting damage.

Whirlwind (Ex): The cyclone xyx can, as a standard action, generate an intense whirlwind around itself. This whirlwind is 5 feet at the base, and up to 30 feet wide and high at the top. The cyclone xyx may stay in a whirlind state indefinitely, and there is no limit to the number of times per day a cyclone xyx can generate such a whirlwind.

Creatures one or more size categories than the cyclone xyx might take damage when caught in the whirlwind, and may be lifted into the air. An affected creature must make a Reflex save (DC 22, Str-based save) or take 2d6 damage. If they fail a second Reflex save, they are lifted into the air and held suspended within the whirlwind, taking the damage each round. A flying creature can make a Reflex save each round to escape the whirlwind; they still take damage on the round they escape.

Advancement: For each additional Hit Die, the range of the Storm Front increases by 10 feet. For each additional 2HD, the maximum size of the cyclone xyx's whirlwind increases by 5 feet in height and upper diameter. When the cyclone xyx reaches 16HD, the whirlwind damage increases to 2d8, and to 4d6 at 20HD.

Inferno Xyx

This creature resembles a huge cloud. Fiery eyes gleam above an insubstantial maw. As the creature moves, flamable objects it touches burst into flame.

The energy sustaining the Inferno Xyx is the energy of a raging wildfire. A breed of xyx native to Cald, the Inferno Xyx is a mass of burning energy embedded in an incendiary cloud. An inferno xyx has a fiery touch, burning anything enveloped in it. Their physical attack can combine damage from burning and physical force; they are truly a creature to be feared.

Burn (Ex): The inferno xyx may use a touch attack, doing 3d6 fire damage to opponents. The inferno xyx can also automatically inflict this damage on all creatures occupying the same space as itself.

Blast (Su): The inferno xyx can unleash a Blast of fire once every 1d4 rounds. The blast is a 20 foot cone. Creatures within the cone take 9d6 fire damage (Reflex save DC 20 half, the save is Con-based).

Inferno (Su): An inferno xyx can condense itself, concentrating the fiery energy onto a single target. The inferno xyx's energy is intensified and consumed in this attack, returning the xyx to the Dream Plane. The target is enveloped in flame as the fiery energy coalesces on it, and the attack will do 15d6 Fire damage to the target (reflex save DC 20 half, the save is Con-based). The xyx must occupy the same space as its target to use this ability.

Advancement:

Sandstorm Xyx

This creature resembles a whirling tornado filled with sand, approximately 10 feet high. A pair of eyes glow from within the swirling sandstorm that makes up this creature's body.

The Sandstorm Xyx, like the cyclone xyx, is primarily made up of whirling energy of the wind. In the case of the sandstorm xyx, the wind is augmented by the abrasive scouring power of a sandstorm. Mixed with the sand of the desert, the abrasive attacks of a sandstorm xyx can shred through opponents.

Whirlwind Form (Ex): The sandstorm xyx maintains a constant whirlwind form. The whirlwind is 5 feet at the base, 10 feet high and 10 feet wide at the top of the creature. The sandstorm xyx's movement does not provoke attacks of opportunity. If the sandstorm xyx moves through a creature's space, the creature suffers damage from the xyx's whirlwind attack. The sandstorm xyx does not carry creatures along with it. The sandstorm xyx does get a strength bonus to its whirlwind damage. A sandstorm xyx does not threaten the area around it.

Vortex (Ex): The sandstorm xyx can take a full-round action to increase its twisting speed. If the xyx succeeds in a Concentration check (DC 15), it is able to increase the speed of its whirlwind, raising the damage by +1d6. The sandstorm xyx may continue to increase the speed each round, but must succeed in Concentration checks each round, and the DC increases by 2 each consecutive round. Attacks on the xyx are likely to disrupt the Vortex effect - the xyx must pass a Concentration check equal to 10+ the damage sustained. Once a check fails, the xyx cannot increase its speed further.

The increased damage from the Vortex only lasts for one round after the xyx ceases to concentrate on it (and moves or attacks), after which the sandstorm xyx returns to its normal state. A sandstorm xyx may only increase its damage by +3d6 in this fashion.

Dissipate (Su): A sandstorm xyx can expend its energy in a heightened flurry. The sandstorm xyx must have been increasing its speed (with Vortex) for at least 3 rounds before using this ability. The sandstorm xyx expands itself to cover a 30 foot diameter area. All creatures within that area will take damage equal to the sandstorm xyx's current melee damage (including extra damage from using Vortex). Once the sandstorm xyx uses this ability, it spreads itself too thin to maintain cohesion, and returns to the Dream Plane.

Advancement: For each additional HD, the sandstorm xyx's Strength and Constitution both increase by +1, and the radius of Dissipate increases by 5 feet/HD. For each additional 2HD, the sanstorm xyx's natural bonus to AC increases by +1, and the maximum increase in damage from the sandstorm xyx's Vortex increases by 1d6. For each 3HD, the sandstorm xyx's land movement increases by 10 ft. The sandstorm xyx's height and upper diameter increase by 2 feet/HD, and the creature grows to Huge size at 8HD, and Gargantuan size at 16HD.

Smoke Xyx

The smoke xyx is composed partially of heat energy. While not as intense as the fiery energy of an inferno xyx, the smoke xyx is still uncomfortable to be around. Furthermore, smoke xyxes generally are composed of smoke, rather than pure air. The smoke xyx intensifies this smoke by charring vegetation whenever convenient.

Smoke xyxes rareky climb high in the air. They prefer to stay near the ground, singing flamable objects. They can be foul-tempered, and difficult to control. All sight is blocked by a smoke xyx, and creatures inside a smoke xyx cannot see, even with darkvision. A smoke xyx working with a magi can therefore totally conceal its magi, hiding her from other creatures. The scent of any creature inside a smoke xyx is also masked by the smoky odors.

Charring Touch (Ex): The smoke xyx may use a charring touch instead of a normal attack. The charring touch strikes as a touch attack, doing 1d8 fire damage. Furthermore, the target of the attack must make a Reflex Save (DC 16, the save is Con-based), or any explosed flamable object (paper, wood, etc) suffers fire damage equal to half of the damage done to the creature (round up). The smoke xyx can also automatically inflict this damage on all creatures occupying the same space as itself.

Suffocate (Su): A smoke xyx can spew forth a stream of smoke at a target up to 40 ft. away. This stream envelopes the target creature, preventing sight and obscuring scent (as above). Furthermore, the victim of this attack is considered Sickened for 1 minute (Fortitude Save DC 18 negates, the save is Con-based). The obscuring effect lasts for 1d4+1 rounds. The smoke xyx can use this ability once every 1d4 rounds.

Shadow (Ex): The smoke xyx ignores Core taint, and may serve a tainted master.

Advancement:

Xyx

This creature resembles a sentient storm cloud. A pair of eyes gleam from the cloudmass, and electrical pulses suggest the energy of a storm.

The (common) xyx is primarily composed of gaseous matter and electrical energy, resembling a storm cloud. They can produce electrical storms and control the winds. When attacking physically, a xyx will pummel its opponents with electrically charged cloudmass, doing damage from a combination of physical force and electrical discharges.

Downpour (Su): Xyxes can cause rain to fall from themselves, gathering additional cloudmass to create a rainshower with a 10 foot radius. This rain soaks the area below the xyx. At its heaviest, the rain has a 50% chance of extinguishing unprotected flames, and reduces Spot and Search checks in the area by -2 due to reduced visibility. A magi can instruct a xyx to provide lighter rain (with no penalty to Spot and Search, and no chance of extinguishing fires). A xyx can unleash a downpour once an hour.

Electrical Healing (Ex): Electrical attacks do not harm xyxes. Instead, any electricity attack used against a xyx heals 1 point per 3 points of damage the attack would otherwise deal. A xyx cannot heal itself with its own electrical attacks.

Spark (Ex): The xyx may attack with a touch attack, doing 2d6 electrical damage to opponents. The xyx can also automatically inflict this damage on all creatures occupying the same space as itself.

Shock (Su): The xyx can fire a lightning bolt at a single target. The target takes 4d6 non-lethal electrical damage (Reflex save DC 16 half, the save is Con-based). The xyx can fire this lightning bolt at a target up to 140 feet away. The xyx can fire a lightning bolt once every 1d4 rounds.

Advancement: 5HD: Shock damage increases by 1d6, +1 Str, +1 Con, +1 Int, +1 to natural armor. 6HD: Shock damage increases by 1d6, +1 Str, +1 Con, +1 Cha, +10 ft flight speed, Slam damage increases to 1d8+5 + 1d8 electrical (CR4). 7HD: Huge size, Shock damage increases by 1d6, +1 Str, +1 Con, +1 Int, +1 to natural armor, Slam damage increases to 2d6+5 + 2d6 electrical (CR5), downpour radius extends to 15 ft. 8HD: Becomes xyx elder.

Xyx Elder

This creature resembles a large sentient storm cloud, crackling with electrical energy. A pair of eyes glow over an insubstantial, gaping mouth.

The Xyx Elder is a larger, more mature form of the xyx. The xyx elder's electrical matrix is much larger and more potent, and the xyx elder itself is physically much larger and more dangerous than the xyx. A xyx elder can not only produce lightning, but also generate a huge storm of electrical discharges, doing significant damage to all nearby creatures.

Downpour (Su): The xyx elder's downpour is identical to the downpour of the xyx, except that the diameter is 30 feet.

Electrical Healing (Ex): Electrical attacks do not harm xyx elders. Instead, any electricity attack used against a xyx elder heals 1 point per 3 points of damage the attack would otherwise deal. A xyx elder cannot heal itself with its own electrical attacks.

Spark (Ex): The xyx elder may use a touch attack, doing 3d6 electrical damage to opponents. The xyx elder can also automatically inflict this damage on all creatures occupying the same space as itself.

Shock (Su): The xyx elder's shock bolt is similar to that of the xyx. However, the damage is 8d6, the range is 180 ft, and the reflex save is DC 20.

Shockstorm (Su): The Xyx elder can unleash a shockstorm, a potent discharge of most of the xyx elder's energy in a widespread electrical storm. All creatures within XXX feet are struck by lightning as the xyx elder releases a significant portion of its energy. A xyx elder can only use this attack once every 10 minutes, as it takes a while for the electrical energy to recharge.

Advancement:

Xyx Minor

The smallest variety of xyx, the xyx minor was originally believed to be a less mature variant of the xyx. However, they are a distinct variety, and not a juvenile xyx. The xyx minor is charged with electricity, but does not have the ability to discharge it as lightning bolts. Their physical attacks still do electrical damage in addition to physical damage.

Downpour (Su): The xyx minor may use a downpour identical to the Downpour ability of a xyx. The normal diameter is 10 feet for the xyx minor. However, the radius of the downpour is equal to the Space of the xyx minor. Therefore, if the xyx minor has increased its size with Gathering Clouds, the radius of the downpour will also increase.

Electrical Healing (Ex): Electrical attacks do not harm xyx minors. Instead, any electricity attack used against a xyx minor heals 1 point per 3 points of damage the attack would otherwise deal. A xyx minor cannot heal itself with its own electrical attacks.

Gathering Clouds (Su): The xyx minor can use the static electricity to gather cloud mass. By doing so, they may increase their size by one size category. Their physical damage increases, though their electrical damage does not. A xyx minor may not use this abilities indoors or underground.

Augment (Su): The xyx minor may merge their energy with another xyx of any type. This effectively returns the xyx minor to the Dream Plane, but the donated energy provides the other xyx with increased hit points, energy, and damage. The target xyx gains hit points equal to the xyx minor's as temporary hit points, and its physical damage increases by +1d6 electrical damage (even for those xyxes whose energy is not electrical). The aid from multiple xyx minors is cumulative, and lasts as long as the temporary hit points do.

Advancement: The xyx minor's electrical damage increases by 1d6 per 2HD. The xyx minor's Strength and Constitution each increase by 1 per HD. The xyx minor increases to Large size at 6HD, and to Huge size at 12HD. At 7HD, the xyx minor's Augment ability increases the other xyx's damage by 2d6, and this increases an additional 1d6 for each additional 4HD.