Xorn

- Size: Medium
- Type: Elemental
- Alignment: Neutral
- AC: 19
- Initiative: +0 (10)
- HP: 73 (7d8 + 42)
- Speed: 20 ft, Burrow 20 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 10 | +0 | +0 |
| CON | 22 | +6 | +6 |
| INT | 11 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 11 | +0 | +0 |
- Skills: Perception +6, Stealth +3
- Resistances: Piercing and Slashing damage from nonmagical attacks that aren't adamantine
- Senses: Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 16
- Languages: Terran
- CR: 5 (XP 1,800; PB +3)
Traits
Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.
Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of itself.
Actions
Multiattack. The xorn makes three Rend attacks and one Bite attack.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage.
Bonus Actions
Charge. The xorn moves up to its Speed or Burrow Speed straight toward an enemy it can sense.
Lore & Background
Xorns are elemental beings native to the Elemental Plane of Earth, where they exist as one of the most intelligent and civilized earth elementals. These three-armed, radially symmetric creatures have evolved a unique relationship with precious metals and gems, which they consume as sustenance rather than mere decoration. Their alien physiology and mindset make them fascinating subjects for study, though their materialistic nature often puts them at odds with surface dwellers.
In their native realm, xorns live in complex societies built around the mining, trading, and consumption of valuable minerals. They have developed sophisticated methods for detecting and extracting precious materials from seemingly barren rock, making them invaluable allies for those seeking rare gems or metals. However, their single-minded focus on valuable materials can make them frustrating to deal with, as they show little interest in concepts that don't involve precious stones or metals.
When xorns appear on the Material Plane, it's usually because they've detected a significant concentration of valuable materials or have been summoned by spellcasters seeking their expertise. They are not inherently hostile but will aggressively defend sources of food (precious materials) and may attack those who possess valuable items they desire. Their neutral alignment means they can be reasoned with, but negotiations must involve offering them access to gems or metals.
Combat Tactics
Xorns are surprisingly effective combatants despite their seemingly cumbersome appearance. They use their earth glide ability to control the battlefield, emerging from stone walls or floors to attack before disappearing back into solid rock. This hit-and-run approach allows them to avoid sustained combat while wearing down opponents through repeated surprise attacks.
Their treasure sense makes them particularly dangerous to wealthy adventurers, as the xorn can track them even through solid stone. They often target the most valuable items first, attempting to grab coins, gems, or magical items before retreating into the earth. Their multiple arms allow them to make devastating coordinated attacks, and their natural armor provides excellent protection against most weapons.
When forced into direct confrontation, xorns use their charge ability to close distance quickly, then focus their attacks on a single opponent to eliminate threats efficiently. They're intelligent enough to recognize spellcasters as priority targets and will attempt to disrupt magical attacks by staying mobile and using their earth glide to break line of sight. If outnumbered or facing superior firepower, they'll retreat into solid stone where most enemies cannot follow.
Encounter Ideas
The Greedy Guardian: A xorn has taken up residence in an ancient treasure vault, feeding on the precious metals and gems within while considering itself the rightful guardian of the hoard.
The Mineral Survey: A mining operation has unknowingly disturbed a xorn's feeding grounds, and the creature now emerges nightly to reclaim what it considers stolen food, terrifying the workers.
The Elemental Mediator: A group of earth elementals and surface dwellers are in conflict over mining rights, and the party must negotiate with a xorn who serves as a translator and mediator between the two groups.
The Collector's Commission: A wealthy collector hires the heroes to negotiate with a xorn for access to a rare mineral deposit, but the creature's demands prove more challenging than expected.
Environmental Effects
Tunneled Networks: Areas where xorns have been active show evidence of their passage in the form of perfectly smooth tunnels through solid rock that other creatures cannot easily traverse.
Depleted Veins: Mineral veins and gem deposits in xorn territory often show signs of selective harvesting, with the most valuable materials mysteriously missing while common stones remain untouched.
Structural Weakening: Buildings and natural rock formations may develop unexpected weak points where xorns have removed valuable metal deposits that were providing structural support.
Sensing Disturbances: The xorn's treasure sense creates a field of supernatural awareness around valuable items, sometimes causing magical detection spells to behave erratically in the area.
Treasure
Partially Digested Gems: Gems and precious metals found in xorn lairs often show signs of the creature's unique digestive process, sometimes gaining unusual magical properties worth 2,000-5,000 gp.
Pure Elemental Ore: Raw materials from the Elemental Plane of Earth that retain their planar properties, valuable for creating magical items or trading with other elementals (3,000-8,000 gp).
Ancient Coins: Currency from long-lost civilizations that the xorn has collected over centuries, including rare denominations worth far more than their metal content (1,500-4,000 gp).
Crystal Formations: Unique crystal growths created by the xorn's presence that can serve as focuses for earth-based magic or components for powerful spells (2,500-6,000 gp).
Plot Hooks
The Vanishing Vault: A bank's treasure vault is being systematically emptied from within, with no signs of forced entry, leading to investigation of a xorn that has discovered the vault's location.
The Elemental Exchange: A xorn offers to trade rare minerals from the Elemental Plane of Earth in exchange for access to a specific type of gem found only in the local area.
The Mining Rights: A xorn claims legal ownership of a valuable mine based on elemental law, creating a complex legal and diplomatic situation that threatens the local economy.
The Hungry Earth: Multiple xorns have appeared in the region, drawn by reports of a massive treasure hoard, but their feeding is causing geological instability that threatens nearby settlements.