LEGAL INFORMATION Permission to copy, modify and distribute this document is granted solely through the use of the Open Gaming License, Version 1.0a. All material herein is being released using the Open Gaming License Version 1.0a. You should read and understand the terms of that license before using this material. Within this XML document, all information is Open Game Content unless noted otherwise. Open Game Content is indicated by the LegalStatus attribute of any tag. This can have values of "open", "closed", or "pi" (for Product Identity), where "open" is the default. All child tags are assumed to share the same value as their most recent parent tag. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor; (g) "Use", "Used" or "Using" means to use, distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Conversion of System Rules Document monster information to XML format Copyright 2001 John Hanju Kim.
Xill
SizeAndType: Medium-Size Outsider (Evil, Lawful)
HitDice: 5d8+10 (32)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft.
ArmorClass: 20 (+3 Dex, +7 natural)
Attacks: 2 short swords +7 melee, 2 claws +2 melee (or 4 claws +7melee); or 1 or 2 longbows +8 ranged
Damage: Short sword 1d6+2, short sword 1d6+1, claw 1d4+1; claw1d4+2, or longbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Improved grab, paralysis, implant
SpecialQualities: SR 21, planewalk
Saves: Fort +6, Ref +7, Will +5
Abilities: Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 11
Skills: Escape Artist +11, Intuit Direction +6, Listen +9, MoveSilently +11, Spot +9, Tumble +11
Feats: Improved Initiative, Multidexterity, Multiweapon Fighting
ClimateAndTerrain: Any land and underground
Organization: Solitary or gang (2-5)
ChallengeRating: 6
Treasure: Standard
Alignment: Always lawful evil
Advancement: 6-8 HD (Medium-size); 9-15 HD (Large)
Description
General
Combat

Xills are dangerous opponents, attacking with all four limbs at no penalty. More civilized ones use weapons, usually fighting with two at a time so as to leave two claws free for grab attacks.

Xills typically lie in wait on the Ethereal Plane for suitable prey to happen by, then ambush it using their planewalk ability. They make full use of their Tumble skill in combat: Usually, one or two distract physically powerful enemies by attacking, then assuming a defensive stance while their fellows maneuver to advantage.

Xills seldom destroy enemies in combat but take prisoners whenever they can, dragging them back to the Ethereal Plane and implanting them with eggs.

Special Ability

Improved Grab (Ex): To use this ability, the xill must hit with one or more claw attacks. The grapple check has a +2 bonus for each claw that hits. If it gets a hold and maintains it the next round, it automatically bites the foe at that time. The bite deals no damage but injects a paralyzing venom.

Special Ability

Paralysis (Ex): Those bitten by a xill must succeed at a Fortitude save (DC 14) or be paralyzed for 1d4 hours. Barbaric xills secrete enough venom to bite two opponents every 6 hours, while their civilized cousins can bite only once per day.

Special Ability

Planewalk (Su): These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents suffer a 20% miss chance on the first round and a 50% miss chance on the second.

Special Ability

Implant (Ex): Xills lay their eggs inside paralyzed creatures. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the egg, as does a successful Heal check (DC 20) by someone with that skill. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

Feats: A xill receives the Multiweapon Fighting feat as a bonus feat. With its Multidexterity and Multiweapon Fighting feats, it can attack with all its arms at no penalty as a racial ability.

Xill clerics can choose any two of the following domains: Evil, Law, Strength, and Travel.

Xorn:Minor Xorn
SizeAndType: Small Outsider (Earth)
HitDice: 3d8+6 (19)
Initiative: +0
Speed: 20 ft., burrow 20 ft.
ArmorClass: 23 (+1 size, +12 natural)
Attacks: Bite +6 melee, 3 claws +4 melee
Damage: Bite 2d8+2, claw 1d3+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Burrow
SpecialQualities: Fire and cold immunity, electricity resistance 10, half damage from slashing, all-around vision, tremorsense
Saves: Fort +5, Ref +3, Will +3
Abilities: Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills: Hide +10, Intuit Direction +3, Listen +6, Move Silently +3, Search 6, Spot +8
Feats: Multiattack
ClimateAndTerrain: Any land and underground
Organization: Solitary, pair, or cluster (3-5)
ChallengeRating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 4-6 HD (Small)
Description
General

Xorns speak Terran and Common.

Special Ability

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.

Special Ability

Half Damage from Slashing (Ex): Slashing weapons deal only half damage to xorns, with a minimum of 1 point of damage.

Special Ability

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.

Special Ability

Tremorsense (Ex): Xorns can automatically sense the location of anything within 60 feet that is in contact with the ground.

Xorn:Average Xorn
SizeAndType: Medium-Size Outsider (Earth)
HitDice: 7d8+14 (45)
Initiative: +0
Speed: 20 ft., burrow 20 ft.
ArmorClass: 22 (+12 natural)
Attacks: Bite +10 melee, 3 claws +8 melee
Damage: Bite 4d6+3, claw 1d4+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Burrow
SpecialQualities: Fire and cold immunity, electricity resistance 10, half damage from slashing, all-around vision, tremorsense
Saves: Fort +7, Ref +5, Will +5
Abilities: Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills: Hide +10, Intuit Direction +10, Listen +10, Move Silently +10, Search +10, Spot +14
Feats: Multiattack, Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary, pair, or cluster (3-5)
ChallengeRating: 6
Treasure: None
Alignment: Usually neutral
Advancement: 8-14 HD (Medium-size)
Description
General

Xorns speak Terran and Common.

Special Ability

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.

Special Ability

Half Damage from Slashing (Ex): Slashing weapons deal only half damage to xorns, with a minimum of 1 point of damage.

Special Ability

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.

Special Ability

Tremorsense (Ex): Xorns can automatically sense the location of anything within 60 feet that is in contact with the ground.

Xorn:Elder Xorn
SizeAndType: Large Outsider (Earth)
HitDice: 15d8+60 (127)
Initiative: +0
Speed: 20 ft., burrow 20 ft.
ArmorClass: 22 (-1 size, +13 natural)
Attacks: Bite +21 melee, 3 claws +19 melee
Damage: Bite 4d8+7, claw 1d6+3
FaceAndReach: 10 ft. by 10 ft./10 ft.
SpecialAttacks: Burrow
SpecialQualities: Fire and cold immunity, electricity resistance 10, half damage from slashing, all-around vision, tremorsense
Saves: Fort +13, Ref +9, Will +9
Abilities: Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10
Skills: Hide +14, Intuit Direction +18, Knowledge (minerals) +12, Listen +18, Move Silently +18, Search +22, Spot +22
Feats: Cleave, Great Cleave, Multiattack, Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary, pair, or party (6-11)
ChallengeRating: 8
Treasure: None
Alignment: Usually neutral
Advancement: 16-21 HD (Large); 22-45 HD (Huge)
Description
General

Xorns speak Terran and Common.

Special Ability

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.

Special Ability

Half Damage from Slashing (Ex): Slashing weapons deal only half damage to xorns, with a minimum of 1 point of damage.

Special Ability

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.

Special Ability

Tremorsense (Ex): Xorns can automatically sense the location of anything within 60 feet that is in contact with the ground.