Xorn
Elemental · Crown of Mammon
T3d8Minor
Elemental earth-eaters, xorns tunnel through stone, their three arms grasping gems and foes alike.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 14 · ATK +4 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | - | - |
| Mind | 8 | - | - |
| Sense | 16 | - | - |
| Heart | 14 | - | - |
| Cunning | 16 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Earth Glide
Burrows through nonmagical, unworked stone without disturbing it, and senses precious metals and gems within 60 ft.
Stone Hide
Resistant to nonmagical physical damage.
Maneuvers
Stone Grab
Bursts from stone at a creature within 5 ft. The target makes a Body save (DC 15) or is grabbed. At the start of the xorn's next turn it crunches down, and a still-grabbed target takes 3 damage and loses one nonmagical metal or gem item to the xorn's gullet.
Reactions
Earth Meld
When hit by an attack, sinks 10 ft into the stone, gaining total cover until the start of its next turn.
Tactics
GM tactics
Not inherently hostile-approaches to smell for gems. Attacks only if gems are present and not offered freely. Stone Grabs gem-carriers to force surrender of treasure. Can be bribed with gems to leave peacefully or share information about the Underdark.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
- A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Two attacks in a normal turn: Tier 3+ Minors get a second.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.