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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.