SRD:Minor Xorn

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MINOR XORN

Minor Xorn
Size/Type: Small Outsider (Extraplanar, Earth)
Hit Dice: 3d8+9 (22 hp)
Initiative: +0
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 23 (+1 size, +12 natural), touch 11, flat-footed 23
Base Attack/Grapple: +3/+1
Attack: Bite +6 melee (2d8+2)
Full Attack: Bite +6 melee (2d8+2) and 3 claws +4 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft.
Saves: Fort +5, Ref +3, Will +3
Abilities: Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills: Hide +10, Intimidate +3, Knowledge (dungeoneering) +6, Listen +6, Move Silently +3, Search +6, Spot +8, Survival +6 (+8 following tracks or underground)
Feats: Multiattack, Toughness
Environment: Elemental Plane of Earth
Organization: Solitary, pair, or cluster (3–5)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 4–6 HD (Small)
Level Adjustment:

Minor xorns are about 3 feet tall and wide and weigh about 120 pounds. Average xorns are about 5 feet tall and wide, weighing about 600 pounds. Elder xorns are about 8 feet tall and wide and weigh about 9,000 pounds.

Xorns speak Common and Terran.

COMBAT

Xorns do not attack fleshly beings except to defend themselves or their property, since they cannot digest meat. Xorns are indifferent to creatures of the Material Plane—with the sole exception of anyone carrying a significant amount of precious metals or minerals, which xorns eat. They can smell food up to 20 feet away. A xorn can be quite aggressive when seeking food, especially on the Material Plane, where such sustenance is harder to find than it is on its native plane.

A xorn’s favorite mode of attack is to wait just beneath a stone surface until a foe comes within reach, then emerge suddenly. Groups of xorns often send one of their number to the surface to negotiate for food while the remainder position themselves for a surprise attack.

All-Around Vision (Ex): A xorn’s symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A xorn can’t be flanked.

Earth Glide (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 on a DC 15 Fortitude save.



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gollark: It works better on philosophers, since you can steal their wallet while they're distracted thinking about it.
gollark: They probably can't/won't eternally torture you, but there's a *possibility* of that infinite harm which is reduced by giving them £100, and if you accept the Pascal's Wager logic you should do that.
gollark: There's actually another similar thing, Pascal's *Mugging*, in which someone comes up to you and says "give me £100 or I will eternally torture you after you die".
gollark: But there are an infinitely large number of possible gods, and some do weirder things like "punish/reward entirely at random", "have no interest whatsoever in humanity", "punish people who believe in other gods", and all that, and Pascal's Wager just *ignores* those.
gollark: Pascal's Wager might work if the only options are "no god" or "one god, and it's the one you believe in, and they'll reward you if you believe and punish you otherwise".
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