Xiomorn

This towering, spindly, four-armed entity appears to be made of stone and crystal, yet it moves with a fluid grace.
 

Xiomorn (CR 14)

Medium Outsider (Earth, Elemental, Extraplanar)
Alignment: Lawful Neutral
Initiative: +8
Senses: Darkvision 60 feet, Tremorsense 120 feet; Perception +23
  Speed: 40 feet, Climb 40 feet
Space: 5 feet
 

Defense

Armor Class: 28, touch 19, flat-footed 19 (+8 Dex, +1 dodge, +9 natural)
Hit Points: 200 (16d10+112) Fast Healing 5
Saving Throws: Fort +12, Ref +18, Will +14
Damage Reduction: 10/adamantine and bludgeoning
Immunity: elemental traits
Spell Resistance: 25
 

Offense

Melee: 4 claws +24 (2d4+6/19-20 plus crystallization)
Reach: 5 feet
  Special Attacks: crystal burst, crystallization (DC 25), Rend (2 claws, 2d4+9)
  Spell-Like Abilities (CL 16th; Concentration +23):

Statistics

StrDexConIntWisCha
22 (+6) 27 (+8) 25 (+7) 27 (+8) 18 (+4) 24 (+7)
Base Attack Bonus: +16
CMB +22 (+24 Sunder)
CMD 41 (43 vs. Sunder)
  Feats: Combat Reflexes, Dodge, Improved Critical (claw), Powerful Maneuvers, Spring Attack, Weapon Finesse
  Skills: Acrobatics +20 (+24 when jumping), Climb +30, Craft (sculptures) +15, Disable Device +24, Heal +20, Knowledge (arcana) +27, Knowledge (dungeoneering) +24, Knowledge (planes) +27, Knowledge (geography) +24, Knowledge (nature) +24, Perception +23, Sense Motive +23, Spellcraft +27, Stealth +27, Use Magic Device +26 Languages: Terran; telepathy 300 ft.
  Special Qualities: item mastery

 

Special Abilities

Command Stone ()

This ability functions as dominate monster, equivalent of a 9th-level spell, but only on creatures with the earth subtype or constructs made out of stone. When used against a construct, this ability overcomes any spell resistance, but the effects last for only 1 round per level.

Crystal Burst (Su)

As a standard action once every 1d4 rounds, a xiomorn can create an explosion of razor-sharp crystals at a range of up to 120 feet. These crystals fill a 30-foot-radius burst and deal 12d6 points of piercing and slashing damage (Reflex DC 25 half). The save DC is Constitution-based.

Crystallization (Su)

A creature struck by a xiomorn's claw must succeed at a DC 25 Fortitude save or take 1 point of Dexterity drain. On a critical hit, the claw deals 2 points of Dexterity drain on a failed save. As long as a creature suffers any of this drain, portions of its body appear as living green crystal and it gains the earth creature subtype. A creature drained to 0 Dexterity in this manner transforms into a green crystal statue, as if affected by flesh to stone. The save DC is Constitution-based.

Item Mastery (Ex)

A xiomorn can always activate spell trigger and spell completion items as if the spell were on its class list. For the purposes of crafting magic items or constructs, it is treated as though it possessed all item creation feats.
 

Ecology

Environment: Any
Organization:
Treasure:

  Organization solitary, pair, or cabal (3-6 plus 4-12 pechs and 2-6 earth elementals) Treasure double
  The xiomorns consist of two castes: the mythic Vault Builders and the non-mythic Vault Keepers. The Vault Builders ruled over their less powerful counterparts, but both are among the most ancient forms of life—primeval elemental beings who travel to raw, new worlds upon the Material Plane, pursuing strange ecological experiments into the nature of life.
  The worlds these enigmatic beings have visited possess strange ruins in remote regions and immense, vault-like caverns deep underground where ecologies that shouldn't exist flourish. Xiomorns have little interest in protecting a world's indigenous life, except as necessary for their experiments' goals, and often war against such races when native empires encroach upon the xiomorns' experimental realms.

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