Encounters: The Middledark (Underground, Settled)
Xorn, Average (CR 6)
AC: 24 (+14 natural), touch 10, flat-footed 24
Hit Dice: 7d8+17 (48 hp); DR: DR 5/bludgeoning
Fort +7, Ref +5, Will +5
Speed: 20 ft., burrow 20 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +9
Attack: Bite +10 melee
Full Attack: Bite +10 melee and 3 claws +8 melee
Damage: Bite 4d6+3, claw 1d4+1
Special Attacks: -
Abilities: Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Special Qualities: earth glide, cold and fire immunity, electricity resistance 10
Feats: Cleave; Multiattack; Improved Bull Rush; Power Attack; Toughness
Skills: Hide +10, Intimidate +10, Knowledge (dungeoneering) +10, Listen +10, Move Silently +10, Search +10, Spot +10, and Survival +10 (+12 following tracks or underground)
Advancement: 8-14 HD (Medium-size)
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.