Copyright 2009 Wizards of the Coast

This post is part of a series! Go here to see the other entries.

I see xorns in my copy of the AD&D 1st Edition monster manual, so they date from at least that far back. This is their 4e debut, and they’re the last monster in the book.

The Lore

Xorns are earth elementals native to the Elemental Chaos, but they long ago spread to the deep subterranean tunnels and caverns of the world. Their three-lobed radial symmetry makes them seem quite bizarre to natives of the world.

Xorns can swim through rock and earth as if it was water, and must feed on certain rare metals and gems. They’re sapient, and will often bargain with other people, aiding in their mining or smelting efforts in exchange for their “food”. It seems they’re not very concerned with much beyond their own survival, so they’ll happily ally with creatures of all dispositions, from dwarves and galeb dhur to duergar and fire giants.

Xorns found in the wild are likely to be drawn to the gems and magic items carried by PCs. The PCs might be able to negotiate with them and avoid a fight… but some less scrupulous xorns tend to use these negotiations to help set ambushes.

The Numbers

We get two stat blocks here, but they’re very similar, so I’ll discuss the first one and then note how the second one differs from it.

Xorn

The basic model is a Medium Elemental Magical Beast (Earth), and a Level 9 Skirmisher with 102 HP. Its senses include darkvision and all-around vision, which prevents it from being flanked. It has a relatively low ground speed of 5, and a burrow speed of 5 that’s enhanced by the Earth Glide ability. It allows the xorn to burrow through solid rock as if it was loose earth, using its full burrow speed at all times.

The xorn’s basic attack is a Claw, and Triple Strike allows it to make three of those against different targets. If there’s only one foe in range, it will use its Earthy Maw instead since it does about double the damage of a claw strike.

As a minor action, the xorn can Submerge, partially burying itself and gaining a +2 bonus to AC until it moves. When it’s missed by a melee attack, it can retreat, burrowing its speed as a reaction.

In a fight, a xorn will jump from inside a wall or floor, submerge for the AC bonus, and claw or bite the party’s squishies. If a missed attack doesn’t make the creature retreat automatically, it will do so on its next turn so it can repeat this pattern. Earth Glide makes it extremely mobile despite its poor speed, particularly in an underground environment.

Diadmondhide Xorn

This is an older or simply well-fed specimen, who lives in a place of the Elemental Chaos where its preferred food is more plentiful. Its hide glitters with the minerals it has ingested.

Diamondhide xorns are Large in size, and are Level 16 Skirmishers with 160 HP. They have all the same attacks and abilties as the basic xorn, with bigger numbers. They also have a new attack named Undermine (recharge 5+) in which the xorn burrows its speed and attacks a creature it passes under. This targets Reflex, does heavy damage, and restrains the target (save ends).

Sample Encounters and Final Impressions

The sample encounter is level 9, and consists of a pair of xorns in cahoots with a troop of duergar.

I’m happy to see xorns here. Their weird looks make them an iconic D&D monster in my mind. A nice way to close the book.