Diamondhide Xorn
Large elemental magical beast (earth)
Level 16 Skirmisher XP 1400

HP 160; Bloodied 80Initiative +13
AC 30, Fortitude 29, Reflex 26, Will 27Perception+12
Speed 5, burrow 5Darkvision

Traits

All-Around Vision

Enemies can’t gain combat advantage by flanking the xorn.

Earth Glide

The xorn can pass through earth and rock as if it were phasing.

Standard Actions

Claw At-Will

Attack: Melee 2 (one creature); +21 vs. AC

Hit: 1d8 + 8 damage.

Triple Strike At-Will

Effect: The xorn uses claw three times.

Undermine Recharge

Effect: The xorn burrows up to its speed and makes the following attack against one nonflying enemy it passes under.

Attack: Melee 1 (one creature); +19 vs. Reflex

Hit: 4d6 + 14 damage, and the target is restrained (save ends).

Minor Actions

Submerge At-Will

Effect: The xorn sinks partially under the ground and gains a +2 bonus to AC until it moves.

Triggered Actions

Retreat At-Will

Trigger: A melee attack misses the xorn.

Effect (Immediate Reaction): The xorn burrows up to its speed.

Str 22 (+14)                Dex 17 (+11)                Wis 19 (+12)
Con 24 (+15)                Int 13 (+9)                Cha 13 (+9)

Alignment Unaligned        Languages Common, Primordial
Update (3/13/2012)
Updated in Dungeon 199.

Published in Monster Manual 2, page(s) 215, Dungeon Magazine 199.