Conjure Greater Radiance Quasi-Elemental
(Conjuration/Summoning)

Range:  30 yards
Components:  V, S
Duration:  1 turn + 1 round per level
Casting Time:  5 rounds
Area of Effect:  Special
Saving Throw:  Special

This spell is similar to the 3th-level conjure lesser radiance quasi-elemental, except that a greater quasi-elemental is summoned (see the table below), and the caster does not need to control it.

	D100 Roll	Creature
	1-65	One 8 HD greater quasi-elemental
	66-85	One 12 HD greater quasi-elemental
	86-95	One 8 HD xag-ya (see the Monster Manual II)
	96-00	One 16 HD greater quasi-elemental

Greater Quasi-Elemental

Intelligence: low (5-7)
Alignment: neutral
Armour Class: 2
Movement: flight, 24 (A)
Hit Dice: 8, 12 or 16
THAC0: 13, 10 or 8
Number of attacks: 1
Damage per attack: 4d6
Special attacks: see below
Special defence: needs +2 or better weapon to hit
Magic resistance: nil
Size: M (3-foot sphere)
Moral: champion (15-16)
XP value: 2000, 6000 or 10,000

A greater radiance quasi-elemental inflicts 4d6 points of energy damage (double damage to creatures directly affected by sunlight), and all within 10 feet must save versus petrification or be -2 to hit from the blinding light. Light and energy attacks do not harm them. Fire and heat do only half normal damage. Cold and water attacks do double damage. Continual darkness keeps them at bay.

