3e SRD:Xorn, Minor

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Minor Xorn

Size/Type: Small Outsider (Earth)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 20 ft., burrow 20 ft.
AC: 23 (+1 size, +12 natural)
Attacks: Bite +6 melee, 3 claws +4 melee
Damage: Bite 2d8+2, claw 1d3+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Burrow
Special Qualities: Xorn qualities
Saves: Fort +5, Ref +3, Will +3
Abilities: Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills: Hide +10, Intuit Direction +3, Listen +6, Move Silently +3, Search +6, Spot +8
Feats: Multiattack
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or cluster (3-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Small)

Xorns speak Terran and Common.

Combat

Burrow (Ex): A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.

Xorn Qualities:

Immunities (Ex): Xorns are immune to fire and cold.

Resistances (Ex): Xorns have electricity resistance 10.

Half Damage from Slashing (Ex): Slashing weapons deal only half damage to xorns, with a minimum of 1 point of damage.

All-Around Vision (Ex): Xorns’ symmetrically placed eyes allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Xorns can’t be flanked.

Tremorsense (Ex): Xorns can automatically sense the location of anything within 60 feet that is in contact with the ground.



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