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Xorn:Minor Xorn
Size & Type (subtype):Small Outsider (Earth)Hit Dice:3d8+6 (19)
Initiative:   +0   Speed:   20 ft., burrow 20 ft.  
Armor Class:   23 (+1 size, +12 natural)   Attacks:   Bite +6 melee, 3 claws +4 melee  
Damage:   Bite 2d8+2, claw 1d3+1   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Burrow   Special Qualities:   Fire and cold immunity, electricity resistance 10, half damage from slashing, all-around vision, tremorsense  
Saving Throws  Fortitude: 5  
Reflex: 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 and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, pair, or cluster (3-5)  
Challenge Rating:   3   Challenge Rating Value:   3  
Treasure:   None   Alignment:   Usually neutral  
Advancement:   4-6 HD (Small)  


Xorns speak Terran and Common.

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.

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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002