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XornCreature 7


NMediumEarthElemental
Source Pathfinder Bestiary
Perception +15 (darkvision, tremorsense (imprecise) 60 feet)
Languages Common, Terran
Skills Athletics +17, Lore +15, Stealth +11, Survival +15
Str +6, Dex +0, Con +5, Int +0, Wis +2, Cha +0

AC 25 all-around vision; Fort +18; Reflex +11; Will +13;
HP 115
Speed 20 feet (burrow 20 feet)
Immunities bleed, paralyzed, poison, sleep
Weaknesses Bludgeoning 5
Resistances Cold 5, Electricity 5, Fire 5

Jaw One Action +18 (+13, +8) to hit (deadly d10) 2d10+8 Piercing
Claw One Action +18 (+14, +10) to hit (agile) 2d6+8 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

Claw Frenzy Two Actions

The xorn makes three claw Strikes; no more than two can be against the same target. These attacks count toward the xorn's multiple attack penalty, but the penalty doesn't increase until after all the attacks have been made.

Earth Glide

The xorn can Burrow through any earthen matter, including rock. When it does so, the xorn moves at its full burrow Speed, leaving no tunnels or signs of its passing.


These squat, rotund elementals have three legs, three arms, three eyes, and one massive maw, which they fill with the gems and metals they find so delicious.


Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.