osric
osric| Frequency | Very rare |
|---|---|
| Number appearing | 1d4 |
| Armor class | -2 |
| Move | 90-ft |
| Hit dice | 7+7 |
| % in lair | 40% |
| Treasure type | 1d4×1,000 cp (25%), 1d8×1,000 sp (30%), 1d2×1,000 ep (25%), 2d6×1,000 gp (70%), 5d4 gems (50%), 1 misc. magic+1 potion (60%) |
| Damage per attack | 1d3/1d3/1d3/6d4 |
| Special attacks | Surprise 1-5 on d6 |
| Special defenses | Immune to fire and cold, half damage from electricity, travel through stone |
| Magic resistance | Standard |
| Intelligence | Average |
| Alignment | Neutral |
| Size | Medium |
Xorn are bizarre creatures from the elemental planes of earth that eat precious metals and other minerals. They have a rock-like consistency, granting an extremely good armour class, and appear to be made of stone. Xorn have a barrel-shaped body, radially symmetrical with three eyes, three arms, three stubby legs, and a powerful mouth set in the top of the creature's body. The stone-like appearance grants the xorn a tremendously good chance of surprising its enemies.
Special Abilities
Immune to fire and cold — Immune to fire and cold damage, and take only half damage from electrical attacks (no damage when saving throws are successful).
Travel through stone — A xorn can swim through stone, but requires a full melee round to enter solid rock, during which time it cannot attack. A phase door spell will utterly destroy a xorn that is travelling through rock or readjusting its composition.
Vulnerability to earth and stone spells — Xorn are particularly vulnerable to spells that affect earth and stone. Move earth spells may be used to hurl a xorn backwards 30-ft and stun them for a full round. Stone to flesh and rock to mud spells weaken the xorn's elemental structure, increasing the creature's AC to 8 until the xorn concentrates for a full round to readjust its composition. Passwall spells inflict 1d10+10 points of damage with no saving throw.