XORN
Neutral Man-sized Monster (earth, extra-planar) (5-ft tall)
FREQUENCY: Very rare
NO. APPEARING: 1-4
SURPRISE: 33%; Others +50% (camouflage, molecular adjustment)
SENSES infravision
ARMOR CLASS: -2
SPEED: 90 ft.
HIT DICE: 7 + 7 (hp 38)
% IN LAIR: 40%
TREASURE TYPE: O, P, Q (x5), X, Y
ATTACK AC 0: 12
MELEE: 3 claws (1d4/1d4/1d4) and bite (6d4)
SPECIAL ATTACKS: none; Hits As: +2
SPECIAL DEFENSES: immune to fire and cold effects; resist (electricity; half/none);
SPECIAL QUALITIES: molecular adjustment
WEAKNESS: xorn vulnerabilities
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +36%
SAVES: Poison 8; Petrify 9; Wand 10; Breath 9; Spell 11
LANGUAGES: Common, Xorn, Elemental (earth)
LEVEL: VII (XP 1,275 + 10 per hp)
Molecular Adjustment. (complex) A xorn can change its structure, allowing it to move effortlessly through earth or stone. A xorn cannot attack while in this state. Changing back to a normal physical state is a minor action.
Surprise. A xorn blends in with stone or earth surroundings and can lie in wait just under the surface surprising others with a +50% bonus.
Xorn Vulnerabilities. Xorn are affected by the following effects:
Move Earth. A targeted xorn will be pushed away 30-ft and stunned for 1 round (no save).
Passwall. A xorn in the area of effect will take 1d10+10 damage (no save).
Phase Door. If a xorn using its molecular adjustment ability is in the area of effect, it will be destroyed (no save).
Rock to Mud. If a xorn is in the area of effect, the spell partially affects the xorn, causing it to have an Armor Class 8 for 1 round.
Stone to Flesh. If a xorn is in the area of effect, the spell partially affects the xorn, causing it to have an Armor Class 8 for 1 round.
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 gemstone or the right sort of silver. Adventurers who frequent regions inhabited by xorns often carry with them small chunks of raw ore or relatively inexpensive gemstones or crystals to use as bribes. While the price of a gemstone or piece of metal is often in direct proportion to the object’s flavor and desirability as a meal, most xorns are quite gluttonous and prefer quantity over quality when it comes to food.
Treasure found carried by a xorn or stashed in its lair amounts to little more than snacks set aside for another day. An offering of a particularly delicious (and expensive) jewel or piece of precious metal can swiftly secure a xorn’s temporary allegiance. Since xorns can swim through solid rock with ease, they make excellent guides in underground regions.