Dungeons and Dragons Xorn 3.5 PBP RPG

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Xorn

Minor Xorn

Average Xorn

Elder Xorn

Small Outsider (Extraplanar, Earth)

Medium Outsider (Extraplanar, Earth)

Large Outsider (Extraplanar, Earth)

Hit Dice:

3d8+9 (22 hp)

7d8+17 (48 hp)

15d8+63 (130 hp)

Initiative:

+0

+0

+0

Speed:

20 ft. (4 squares), burrow 20 ft.

20 ft. (4 squares), burrow 20 ft.

20 ft. (4 squares), burrow 20 ft.

Armor Class:

23 (+1 size, +12 natural), touch 11, flat-footed 23

24 (+14 natural), touch 10, flat-footed 24

25 (-1 size, +16 natural), touch 9, flat-footed 25

Attack:

Bite +6 melee (2d8+2)

Bite +10 melee (4d6+3)

Bite +21 melee (4d8+7)

Full Attack:

Bite +6 melee (2d8+2) and 3 claws +4 melee (1d3+1)

Bite +10 melee (4d6+3) and 3 claws +8 melee (1d4+1)

Bite +21 melee (4d8+7) and 3 claws +19 melee (1d6+3)

Space/Reach:

5 ft./5 ft.

5 ft./5 ft.

10 ft./10 ft.

Special Attacks:

-

-

-

Special Qualities:

All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, electricity resistance 10, tremorsense 60 ft.

All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, electricity resistance 10, tremorsense 60 ft.

All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, electricity resistance 10, tremorsense 60 ft.

Saves:

Fort +5, Ref +3, Will +3

Fort +7, Ref +5, Will +5

Fort +13, Ref +9, Will +9

Abilities:

Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10

Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10

Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10

Skills:

Hide +10, Intimidate +3, Knowledge (dungeoneering) +6, Listen +6, Move Silently +3, Search +6, Spot +8, Survival +6 (+8 following tracks or underground)

Hide +10, Intimidate +10, Knowledge(dungeoneering) +10, Listen +10, Move Silently +10, Search +10, Spot +10, Survival+10 (+12 following tracks or underground)

Hide +14, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +18, Search +22, Spot +22, Survival+18 (+20 following tracks or underground)

Feats:

Multiattack, Toughness

Cleave B, Multiattack, Power Attack, Toughness

Awesome Blow, Cleave B, Great Cleave, Improved Bull Rush, Multiattack, Power Attack, Toughness

Environment:

Elemental Plane of Earth

Elemental Plane of Earth

Elemental Plane of Earth

Organization:

Solitary, pair, or cluster (3-5)

Solitary, pair, or cluster (3-5)

Solitary, pair, or party (6-11)

Challenge Rating:

3

6

8

Treasure:

None

None

None

Alignment:

Usually neutral

Usually neutral

Usually neutral

Advancement:

4-6 HD (Small)

8-14 HD (Medium)

16-21 HD (Large); 22-45 HD (Huge)

Level Adjustment:

-

-

-

Minor xorns are about 3 feet tall and wide and weigh about 120 pounds. Average xorns are about 5 feet tall and wide, weighing about 600 pounds. Elder xorns are about 8 feet tall and wide and weigh about 9,000 pounds.

Xorns speak Common and Terran.

Combat

Xorns do not attack fleshly beings except to defend themselves or their property, since they cannot digest meat. Xorns are indifferent to creatures of the Material Plane-with the sole exception of anyone carrying a significant amount of precious metals or minerals, which xorns eat. They can smell food up to 20 feet away. A xorn can be quite aggressive when seeking food, especially on the Material Plane, where such sustenance is harder to find than it is on its native plane.

A xorn's favorite mode of attack is to wait just beneath a stone surface until a foe comes within reach, then emerge suddenly. Groups of xorns often send one of their number to the surface to negotiate for food while the remainder position themselves for a surprise attack.

All-Around Vision (Ex): A xorn's symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A xorn can't be flanked.

Earth Glide (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 on a DC 15 Fortitude save.


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After being shackled up, Eya looks around at the others in the cell with her. She looks to Kiven first and says, "Aloro, your brother seems like a real ass. I wouldn't mind adding him to my rapidly growing list of shitstains to kill. I'll help, but only if I get the ears after."

Eya then inspects her shackles and tests their strength a little. She scoffs, "They expect these to hold her?" She looks to Jesla, "You there, warrior of Gorum, God of Battle and Lord in Iron. Jesla, right? That's what they called you earlier. Listen Jesla, I can tell just by looking at these chains that they are far too weak to hold you. BUT, if you attempt to break free right now, you would alert the guards immediately from the noise." Eya nods in the direction of the guards down the hallway, then continues, "If you're serious about bathing in their blood, which, by the way, is a favorite pastime of mine, then bide your time for now and wait for the right moment. Side note, blood bathing is actually good for the skin. It keeps the aging down. It's a shame we can't flay them alive too though; we don't have the luxury of time." Eya sighs, seemingly disappointed.

"You all might be wondering why they went through the trouble of branding us if they're just planning to execute the majority of us tomorrow. Well, the branding iron the used had magical runes inscribed on it. You saw them too, right Aloro? Anyway, the scar created by that magical branding iron is permanent and no amount of healing can make it go away. Essentially, they didn't just brand our physical bodies, but our souls as well. You could cut off your arm, regrow it with magic, and the brand would be right back there again. Why do they do this you might ask? Perhaps it's to humiliate us, to brand us forever as the Other, the Forsaken. That's their terminology, not mine. But perhaps that's only part of the reason."

"So, why am I telling you all this? Because I think we can all break out of this place if we play our cards right and work together. I'm Eya by the way."

Out of Character: Probably obvious but Eya keeps her voice low enough so that the guards can't hear but loud enough for the others in the cell to hear.

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