Xorn, Minor (CR 3)
AC: 23 (+1 size, +12 natural), touch 11, flat-footed 23
Hit Dice: 3d8+9 (22 hp); 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)
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.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.