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Hordling (CR 5)

Medium Outsider (Chaotic, Extraplanar, and Evil)


Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft.,
Listen +8, and Spot +8

AC: 19 (+2 Dex, +7 natural), touch 12, flat-footed 19


Hit Dice: 6d8+12 (39 hp); DR: 1/lawful
Fort +9, Ref +9, Will +4

Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +8
Attack: Claw +8 melee
Full Attack: 2 claws +8 melee
Damage: Claw 1d6+2
Special Attacks/Actions: Hordling abilities

Abilities: Str 14, Dex 14, Con 14, Int 8, Wis 8, Cha 8
Special Qualities: Hordling abilities, immune to mind-affecting effects, SR
16
Feats: Great Fortitude; Improved Initiative; Lightning Reflexes
Skills: Climb +11, Hide +11, Jump +11, Listen +8, Move Silently +11, and
Spot +8
Advancement: 7+ HD (Medium)

Climate/Terrain: Gray Waste of Hades, Tarterian Depths of Carceri,


Windswept Depths of Pandemonium, or the Infinite L
Organization: Solitary, pair, band (3-12), or horde (13+)
Treasure/Possessions: Standard

Source: Dungeon #124


The hordlings are fiends of varied form, power, and appearance. They have in
common hideousness and hatefulness, and roam the reaches of the fiendish
planes, preying upon all things, including one another. The strong slay and
devour the weak. They sometimes serve under strong leaders like night hags
or yugoloths, but are in general untrustworthy, rebellious, and quarrelsome.
Three types of hordlings are known to exist - the sinister and morbid soldiers
of the Gray Waste of Hades, the brutish and violent thugs of the Tarterian
Depths of Carceri, and the insane and murderous lunatics of the Windswept
Depths of Pandemonium.

All three types can be encountered with some frequency on certain layers of
the Abyss as well. To a non-hordling, the differences between these three
types are indistinguishable, and they certainly have no tangible effect on their
game statistics, yet hordlings immediately recognize hordlings from other
planes, and it is for these fellow fiends that their deepest hatreds are reserved.

A few rare artifacts, such as Arodnap's Box and the ruinous Bringer of
Doom are linked to the hordlings and can transport them in large numbers to
other planes.

Hordlings speak Abyssal.

Combat
Hordlings are combat brutes. They often have special attacks and defenses
that augment their skills in a battle, but no

hordling has innate spell-like abilities. This immediately sets them apart from
most other fiends like demons and devils.

A specific hordling's combat tactics must of course be dictated by the nature


of its attacks, but in general, these creatures prefer to charge directly into
melee and tear into their victims.

And here's the hordling apperance tables. They're big enough to deserve
their own post.

These tables present traits that pertain to combat and flight. Other tables
(below) give the appearance of individual hordlings. Choose AC, movement
rate, Hit Dice, magic resistance, and size from this table, or roll ld4 for each
characteristic:
Roll AC MV HD MR SZ
1 18 6 6 14 S
2 19 9 7 17 M
3 20 12 8 21 L
1 22 15 9 24 H

Head
1d6
1: Wedge-shaped
2: Conical
3: Discoid
4: Spherical
5: Cubical
6: Ovoid

Head Adornment
1d6
1: Bald
2: Mane
3: Frills
4: Lumps
5- Spikes (2d4 of them) a
6- Horns (1d4 of them) b

Number of Ears
1d3
1-2: 2 ears
3: 4 ears (+2 racial bonus on Listen checks)

Shape of Ears
1d6
1: Large, pointed
2: Small, pointed
3: Large, drooping
4: Large, fan-like (+2 racial bonus to Listen checks)
5: Humanoid
6: Ear-holes

Number of Eyes
1d4
1: 1 eye (-2 racial penalty to Spot checks)
2-3: 2 eyes
4: 4 eyes (+2 racial bonus to Spot checks)

Eye Color
1d6
1: Dull black
2: Purple
3: Metallic
4: Maroon
5: Blank white
6: Opalescent

Eye Shape and Size


1d6
1: Huge, protruding
2: Small, stalked
3: Large, turreted
4: Small, sunken
5: Large, round
6: Small, slits

Nose
1d6
1: Wide, protruding
2: Nostrils only
3: Short elephantine trunk
4: Long, pointed
5: Large, warty
6: Narrow, beaked

Mouth Size
1d4
1: One size smaller than normal
2-3: Normal size
4: One size larger than normal

Mouth Construction
1d6
1: Out-thrust tusks c
2: Many small fangs d
3: Long canines e
4: Distended jaw f
5: Crushing molars g
6: Serrated teeth h

Appearance of Torso
1d6
1: Fat
2: Rubbery
3: Thin
4: Narrow, long
5: Spines i
6: Short, thick

Skin Texture
1d6
1: Spongy (-3 to natural armor)
2: Leathery
3: Scaly
4: Matted hair
5: Pebbly
6: Bone plates (+3 to natural armor)

Neck
1d6
1: Short, thick
2: Short, thin
3: Long, thick
4: Thrust forward, thick
5: Long, thin
6: None

Back
1d6
1: Humped
2: Smooth
3: Knob-mane
4: Bristle-mane
5: Fan-winged (Fly speed 50ft (10 squares) (clumsy))
6: Bat-winged (Fly speed 30ft (6 squares) (average))

Tail
1d6
1: Long, prehensile
2: Short
3: Long
4: Long, clubbed j
5: Long, barbed k
6: None

Number of Arms
1d6
1: One arm
2-5: 2 arms
6: 4 arms

Arm Type
1d6
1: Multi-jointed
2: Telescoping (reach increases by 5 feet)
3: Short, thick
4: Insectile
5: Long, thin
6: Tentacles

Hands
1d6
1: Large, thick fingered l

2: Clawed m
3: Talons n
4: Pinchers o
5: Barbed knuckles p
6: Blades q

Speed
1d4
1: Slow (-10ft to land speed)
2-3: Normal
4: Fast (+10 ft to land speed)

Number of Legs
1d6
1-4: 2 legs
5: 3 legs
6: 4 legs

Leg Type
1d6
1: Long, thin
2: Short, bowed
3: Short, thick
4: Springing (+5 racial bonus to Jump checks)
5: Hopping (+10 racial bonus to Jump checks)
6: Telescoping (can add 50% to height)

Feet
1d6
1: Prehensile toes
2: Hoofed r
3: Cloven hoofed s
4: Clawed t
5: Suckered (+4 racial bonus to climb checks)
6: Webbed (swim speed equal to land speed +10ft)

Color
1d6
1: Black and brown
2: Rust red
3: Orange with yellow stripes
4: Olive green
5: Indigo with blue-black blotches
6: Gray

Attack Modes and Damage


Note: All primary attacks add Strength bonus. All secondary attacks add ½
Strength bonus

a) Spikes: Secondary attack, piercing damage. Small- 1d4 damage,


Medium-sized- 1d6 damage, Large- 2d4 damage
b) Horns: Secondary attack, piercing damage. Small- 1d6 damage,
Medium-sized- 1d8 damage, Large- 1d10 damage
c) Out-thrust tusks: Primary attack, bludgeoning/piercing/slashing
damage. Tiny- 1d3 damage, Small-1d4 damage, Medium-sized- 1d6
damage, Large- 1d8 damage, Huge- 2d6 damage
d) Many small fangs: Primary attack, bludgeoning/piercing/slashing
damage. Tiny- 1d2 damage, Small- 1d3 damage, Medium-sized- 1d4
damage, Large- 1d6 damage, Huge- 2d4 damage
e) Long canines: Primary attack, bludgeoning/piercing/slashing damage.
Tiny- 1d3 damage, Small- 1d4 damage, Medium-sized- 1d6 damage, Large-
1d8 damage, Huge- 3d4 damage
f) Distended jaw: Primary attack, bludgeoning/piercing/slashing damage.
Tiny- 1d3 damage, Small- 1d4 damage, Medium-sized- 1d6 damage, Large-
1d8 damage, Huge- 2d6 damage. In addition, the hordling can swallow
grappled opponents equal to or smaller than their size whole on a successful
grapple check. Their stomach has 20 hp, AC 13. Their stomach deals
2d4+Str bludgeoning damage and 8 acid damage a round. They can hold 1
opponent of equal size, 4 opponents of one size smaller or 16 opponents of
2 sizes smaller.
g) Crushing molars: Primary attack, bludgeoning damage. Tiny- 1d3
damage, Small- 1d4 damage, Medium-sized- 1d6 damage, Large- 2d4
damage, Huge- 2d6 damage.
h) Serrated teeth: Primary attack, bludgeoning/piercing/slashing damage.
Tiny- 1d2 damage, Small- 1d3 damage, Medium-sized- 1d4 damage, Large-
1d6 damage, Huge- 1d8 damage. In addition, the hordling deals double bite
damage against a grappled opponent.
i) Spines: On a successful grapple check, the hordling deals 1d6+Str
damage in addition to its bite damage, regardless of size.
j) Clubbed tail: Secondary attack, bludgeoning damage. Small- 1d4
damage, Medium-sized- 1d6 damage, Large- 1d8 damage
k) Barbed tail: Secondary attack, piercing damage. Small- 1d3 damage
plus poison, Medium-sized- 1d4 damage plus poison, Large- 1d6 damage
plus poison. Poison: Initial damage 1d6 Dex, secondary damage 1d6. The
save DC is Constitution based.
l) Large, thick fingers: Secondary attack, bludgeoning damage. Small-
1d3 damage, Medium-sized- 1d4 damage, Large- 1d6 damage
m) Claws: Secondary attack, slashing damage. Small- 1d3 damage,
Medium-sized- 1d4 damage, Large- 1d6 damage
n) Talons: Secondary attack, piercing/slashing damage. Small- 1d4
damage, Medium-sized- 1d6 damage, Large- 1d8 damage
o) Pinchers: Secondary attack, piercing damage. Small- 1d3 damage,
Medium-sized- 1d4 damage, Large- 1d6 damage
p) Barbed knuckles: Secondary attack, bludgeoning/piercing damage.
Small- 1d4 damage, Medium-sized- 1d6 damage, Large- 2d4 damage
q) Blades: Secondary attack, piercing/slashing damage. Small- 1d6
damage, Medium-sized- 1d8 damage, Large- 2d6 damage
r) Hooves: Secondary attack, bludgeoning damage. Small- 1d3 damage,
Medium-sized- 1d4 damage, Large- 1d6 damage
s) Cloven hooves: Secondary attack, bludgeoning/piercing damage.
Small- 1d4 damage, Medium-sized- 1d6 damage, Large- 1d8 damage
t) Clawed feet: Secondary attack, piercing/slashing damage. Small- 1d4
damage, Medium-sized- 1d6 damage, Large- 2d4 damage

Special Attacks Table (For 10% of all hordlings, roll twice)


1d6
1: Breath weapon. Cone of nauseating gas, 10ft, Fortitude save or
nauseated for 1d6 rounds, once
every 1d4+1 rounds. The save DC is Constitution based.
2: Gaze. 30ft, Fortitude save or take 1d6+3 Str damage. The save DC is
Charisma based.
3: Can make a trip attempt as a free action after hitting with a claw or hoof.
If the trip attempt fails, the opponent cannot react to trip the hordling.
4: Spell-like ability. Tasha’s hideous laughter 3/day. The save DC is
Charisma based.
5: Spell-like ability. Haste 1/day.
6: Spell-like ability. Melf’s acid arrow 3/day. The save DC is Charisma
based.
Special Qualities Table (For 10% of all hordlings, roll twice)
1d6
1: DR 10/good
2: Immune to acid and fire
3: Immune to cold and poison
4: Immune to electricity and sonic
5: Immune to mind-influencing effects
6: Fast healing (1d4+1)

Spell Resistance
1d4
1: SR 14
2: SR 17
3: SR 21
4: SR 24

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