Free interactive D&D 5e SRD stat block

Xorn

Medium Elemental, CR 5, AC 19, 84 HP. Neutral.

Medium Elemental, Neutral

AC
19
Initiative
+0 (10)
HP
84 (8d8+48)
Speed
20 ft., Burrow 20 ft.
ScoreModSave
STR 17 +3 +3
DEX 10 +0 +0
CON 22 +6 +6
INT 11 +0 +0
WIS 10 +0 +0
CHA 11 +0 +0
Skills
Perception +6 , Stealth +6
Immunities
Poison, Paralyzed, Petrified, Poisoned
Senses
Darkvision 60 ft.; Tremorsense 60 ft.; Passive Perception 16
Languages
Primordial (Terran)
CR
5 (XP 1,800; PB +3)

Traits

Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.

Treasure Sense. The xorn can pinpoint the location of precious metals and stones within 60 feet of itself.

Actions

Multiattack. The xorn makes one Bite attack and three Claw attacks.

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6+3) Piercing damage.

Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d10+3) Slashing damage.

Bonus Actions

Charge. The xorn moves up to its Speed or Burrow Speed straight toward an enemy it can sense.

How to run Xorn

A xorn is a CR 5 mugger that lives in the floor. AC 19, 84 HP, Earth Glide through unworked stone, Treasure Sense out to 60 ft., Tremorsense 60 ft., and a Multiattack of one Bite plus three Claws (17 + 8 + 8 + 8 average for 41 a turn). The whole encounter is the surprise from below. Run the xorn as the consequence of carrying a sack of gold through a cave.

Open with Earth Glide and Charge. The xorn senses the party's coin from 60 feet through stone, burrows under the floor of whatever passage they're walking, and erupts straight up into the marching order. Charge is a Bonus Action half-Speed dash toward an enemy it can sense, so the xorn gets full Multiattack on the round it surfaces. Target the PC carrying the most platinum, gems, or magical metal, because Treasure Sense tells the xorn exactly who that is. The party with a wealthy cleric will find that cleric in the air, in a mouth.

Once the bite lands, the xorn does not stay to brawl. AC 19 is solid but 84 HP melts under focused fire from a tier-2 party, so it grabs what it can and dives back into the floor. Earth Glide does not disturb the stone, so the players cannot dig after it unless they have stoneshape, dispel magic on the burrow, or a way to track through 20 ft. of granite. If the party blocks its escape with magic or with a worked-stone barrier (Earth Glide is unworked stone only), the xorn fights to half HP and then tries to surface elsewhere. It is Neutral with Int 11, which means it will negotiate. Offer a chunk of gold and the xorn might leave them alone for an hour.

Have the xorn surface mid-sentence. A player explaining the loot split goes flying. The shock is half the fun, the loot drama is the other half.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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