Encounters by Locale: The Upperdark (Underground, Settled)
Xorn, Minor (CR 3)
AC: 23 (+1 size, +12 natural), touch 11, flat-footed 23
Hit Dice: 3d8+9 (22 hp); DR: DR 5/bludgeoning
Fort +5, Ref +3, Will +3
Speed: 20 ft., burrow 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +0
Attack: Bite +6 melee
Full Attack: Bite +6 melee and 3 claws +4 melee
Damage: Bite 2d8+2, claw 1d3+1
Abilities: Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Special Qualities: earth glide, cold and fire immunity, electricity resistance 10
Feats: Multiattack; Power Attack; Toughness
Skills: Hide +10, Intimidate +3, Knowledge (dungeoneering) +6, Listen +6, Move Silently +3, Search +6, Spot +8, and Survival +6 (+8 following tracks or underground)
Advancement: 4-6 HD (Small)
Climate/Terrain: Elemental Plane of Earth
Organization: Solitary, pair or cluster (3-5)
Source: Monster Manual
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.
Immunities (Ex): Xorns are immune to fire and cold.
Resistances (Ex): Xorns have electricity resistance 10.
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.