Monsters / Xorn
Xorn
CR 6 - 2,400 XP - N Medium Outsider
Stat block
AC21 (touch 10, flat-footed 21)HP66 (7d10+28)SavesFort +8, Ref +2, Will +5Meleebite +10 (4d6+3), 3 claws +10 (1d4+3)Speed20 ft., burrow 20 ft.; earth glideAbilitiesStr 17, Dex 10, Con 17, Int 10, Wis 11, Cha 10BAB / CMB / CMD+7 / +10 / 20Sensesall-around vision, darkvision 60 ft., tremorsense 60 ft.; Perception +14Environmentany (Plane of Earth)
DR 5/bludgeoningimmune coldimmune fireimmune flankingresist electricity 10
Combat brain - every behavior cites its line (4 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
ambush (from lore)
Lurking beneath the surface for what might seem long stretches of time to humans, a xorn might wait months, even years, for the right treat to come along, assaulting t...
Lurking beneath the surface for what might seem long stretches of time to humans, a xorn might wait months, even years, for the right treat to come along, assaulting t...
bruiser (from abilities)
abilities: Str 17 over Dex 10 - plant and full-attack, soak the hits
abilities: Str 17 over Dex 10 - plant and full-attack, soak the hits
power-attack (from feats)
feats: Power Attack - trades accuracy for damage when the hit is likely
feats: Power Attack - trades accuracy for damage when the hit is likely
night-hunter (from senses)
senses: all-around vision, darkvision 60 ft., tremorsense 60 ft.; Perception +14 - hunts where prey is blind
senses: all-around vision, darkvision 60 ft., tremorsense 60 ft.; Perception +14 - hunts where prey is blind
From the entry
A xorn sees in all directions at the same time, giving it a +4 racial bonus on Perception checks. A xorn cannot be flanked.
A xorn can glide through any sort of natural earth or stone as easily as a fish swims through water. Its burrowing leaves no sign of its passage nor hint at its presence to creatures that don't possess tremorsense. A move earth spell cast on an area containing a xorn moves the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Strange creatures as big around as they are tall, xorns have little interest in natives of the Material Plane-except for the gems and precious metals they might be carrying. Lurking beneath the surface for what might seem long stretches of time to humans, a xorn might wait months, even years, for the right treat to come along, assaulting the being carrying its favorite meal, such as a certain ...