Huge Elemental, Chaotic Neutral
Armor Class 19 Natural Armor
Hit Points 233 (20d8 + 143)
Speed 30 ft., Walk 30 ft.
STR
23 (+6)
DEX
12 (+1)
CON
22 (+6)
INT
11 (+0)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws STR +11, CON +11, WIS +7
Skills Athletics +8, Perception +10, Stealth +6
Damage Resistances Cold, Fire, Lightning, Necrotic, Psychic, Radiant, Thunder
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Petrified, Poisoned
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 18
Languages Terran
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Stone Camouflage. The Crimson Xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Treasure Sense. The Crimson Xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 120 ft. of it.

Magic Resistance. The Crimson Xorn has advantage on saving throws against spells and other magical effects.

Weak Point. The Crimson Xorn has a weak point (DM's choice). Identifying a creature’s weak point requires you to take the Search action to physically examine the monster. You identify the creature’s weak point on a successful DC 14 Wisdom (Perception) or Intelligence (Investigation) check Once the weak point has been identified, you can tell your allies about it (no action required). Only a creature that knows the precise location of a creature’s weak point can attack it.

Crimson Treasure. Upon defeating the Crimson Xorn, most of the body can be harvested with mining tools for 1d4 + 2 days gathering precious gemstones of various sizes worth 20d20 x 1000 gp after delicate refinement.

  • A large, transparent ruby or corundum, that can easily occupy a 3 foot cube space worth 30,000 gp, can be harvested from the creature on a successful DC 17 Intelligence (Nature) check.
Actions

Multiattack. The Crimson Xorn makes three claw attacks and one bite attack or Fling all creatures that it has Grappled.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 25 (6d6 +6) piercing damage. 

Claws. Melee Weapon Attack: +12 to hit, range 10 ft., 1 target. Hit: 17 (2d10 + 6) slashing damage, and the target is Grappled (escape DC 16). Until this grapple ends, the target is Restrained.

Fling. One Larger or Smaller object held or creature Grappled by the Crimson Xorn is Thrown up to 60 feet in a random direction and knocked prone. If a Thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was Thrown. If the target is Thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.

Description

An average Xorn that was cursed by a necromancer of the Abyss because of the greed it possessed over a specific rock mineral, ruby. The curse made the Xorn consume the very mineral it wants to protect. The Xorn grew in size after consuming all the minerals it knows and its eye changed into an abyssal white to give more attention on where the next closest mineral it can consume. The Xorn's greed began to consume its soul, making most of its parts be covered in precious crimson ruby.
The creature became infamous and was named Crimson Xorn. Many tried to kill the huge elemental for its whole body might be worth a whole village, but no attack can pierce through its thickened mineral exterior except from a spear made of pure Adamantine. The spear was thrown in such intensity that upon impact it left a vulnerable spot at the creature it went into hiding.

Attacking the Weak Point. Once you’ve identified the creature’s weak point, you can target it with a weapon or spell attack. The weak point has the same Armor Class as
the creature. In order to attack the weak point, you must take a – 5 penalty to hit the small target. If the attack hits, it ignores the creature’s damage resistances and immunities and deals 10 extra damage with the benefit of doubling the die. Example (a hit on the weak point with a shortsword will become a 2d6 + 10 + modifier damage)

Legend of the Weak Point. Some resistant and invulnerable creatures are so infamous that legends are told of their greatness—and of their fatal weakness. If such a legend
exists, you can use your action to make an Intelligence check if you are proficient in Arcana, History, Nature, or Religion skill depending on the nature of the creature. On a
success, you and any creatures that you tell of the legend have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to identify the weak point.

Monster Tags: Elemental

Habitat: MountainUnderdark

SirStickyIcky

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