Hordlings of Hades! (Added Diakka 2/9/04)

demiurge1138

Inventor of Super-Toast
I was flipping through my MMII (1st Edition) and wondered why the nifty hordlings of Hades hadn't been converted yet.
Then I started to convert them, and found out why.

But I did it, and here they are. Enjoy.

Least Hordling
Small Outsider (Evil)

Hit Dice: 6d8+18 (45 hp)
Initiative: +7
Speed: 20ft (4 squares)
Armor Class: 22 (+1 size, +3 Dex, +8 natural), touch 14, flat-footed 19
Base Attack/Grapple: +6/+5
Attack: Bite +11 melee (variable+3)
Full Attack: Bite +11 melee (variable+3), secondary attacks (type and number variable) +8 melee (variable+1)
Space/Reach: 5ft/5ft
Special Attacks: Hordling traits, improved grab, spell-like abilities
Special Qualities: Darkvision 60ft, DR 5/good, hordling traits, SR variable, swarmfighting
Saves: Fort +8, Ref +8, Will +7
Abilities: Str 16, Dex 16, Con 16, Int 8, Wis 14, Cha 14
Skills: Climb +12, Hide +18, Jump +12, Listen +11, Move Silently +14, Spot +11, Swim +12
Feats: Improved Initiative, Multiattack (B), Stealthy, Weapon Focus (bite)
Environment: Gray Wastes of Hades
Organization: Solitary, pair, infection (3-12), plague (5-20) or pandemic (12-144)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral evil
Advancement: -
Level Adjustment: -

Lesser Hordling
Medium-sized Outsider (Evil)

Hit Dice: 7d8+28 (59 hp)
Initiative: +6
Speed: 30ft (6 squares)
Armor Class: 24 (+2 Dex, +12 natural), touch 12, flat-footed 22
Base Attack/Grapple: +7/+12
Attack: Bite +13 melee (variable+5)
Full Attack: Bite +13 melee (variable+5), secondary attacks (type and number variable) +10 melee (variable+2)
Space/Reach: 5ft/5ft
Special Attacks: Hordling traits, improved grab, spell-like abilities
Special Qualities: Darkvision 60ft, DR 5/good, hordling traits, SR variable, swarmfighting
Saves: Fort +9, Ref +7, Will +7
Abilities: Str 20, Dex 14, Con 18, Int 8, Wis 14, Cha 14
Skills: Climb +15, Hide +14, Jump +15, Listen +12, Move Silently +14, Spot +12, Swim +15
Feats: Improved Initiative, Multiattack (B), Stealthy, Weapon Focus (bite)
Environment: Gray Wastes of Hades
Organization: Solitary, pair, infection (3-12), plague (5-20) or pandemic (12-144)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 8 HD (Medium-sized)
Level Adjustment: -

Greater Hordling
Large Outsider (Evil)

Hit Dice: 9d8+54 (94 hp)
Initiative: +5
Speed: 40ft (8 squares)
Armor Class: 25 (-1 size, +1 Dex, +15 natural), touch 10, flat-footed 24
Base Attack/Grapple: +9/+22
Attack: Bite +18 melee (variable+9)
Full Attack: Bite +18 melee (variable+9) and secondary attacks (type and number variable) +15 melee (variable+4)
Space/Reach: 10ft/10ft
Special Attacks: Hordling traits, improved grab, spell-like abilities
Special Qualities: Darkvision 60ft, DR 5/good, hordling traits, SR variable, swarmfighting
Saves: Fort +12, Ref +7, Will +8
Abilities: Str 28, Dex 12, Con 22, Int 8, Wis 14, Cha 14
Skills: Climb +21, Hide +9, Jump +21, Listen +12, Move Silently +13, Spot +12, Swim +21
Feats: Improved Critical (bite), Improved Initiative, Multiattack (B), Stealthy, Weapon Focus (bite)
Environment: Gray Wastes of Hades
Organization: Solitary, pair, infection (3-12), plague (5-20) or pandemic (12-144)
Challenge Rating: 9
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 10-18 HD (Large), 19-27 HD (Huge)
Level Adjustment: -

A mass of grotesque creatures surges towards you. All of them are vaguely humanoid, but disparate in all of the details- some are the size of halflings, others man-sized and a few as tall as ogres. Despite their vastly different features, they are united by the bloodlust in their eyes.

The hordlings of Hades are a family of bizarre and highly mutable creatures.

The nature of hordlings is heatedly contested by sages. Some of them believe that the hordlings were at one point demons left behind from some Blood War battle, due to their somewhat chaotic natures. Others hold that a hordling is a particularly neutral evil and powerful petitioner, like dretches are to the Abyss and lemures are to Hell. Whatever the hordlings' origins, they are now associated permanently with that plane, and are often found conscripted by a night hag or yugoloth. Hordlings are savage, crude and rather destructive, and if left to their own devices, they will gladly take their aggressions out on each other, but a charismatic leader can unite them into a dangerous fighting force.

Hordlings speak Abyssal. The smartest of them also speak Infernal or Celestial.

Combat
All hordlings are uniquely horrible, and many of them have unusual fighting abilities due to their mutations. They prefer to attack en masse, but sometimes a “commando force” of stealthy (usually small) hordlings will be sent to infiltrate an enemy encampment and pick them off one by one. Groups of hordlings include hordlings of all sizes.

Hordling Traits: All hordlings have different appearances, attack forms and special abilites. Roll once on each table to customize each hordling.

Improved Grab (Ex): In order to use this ability, the hordling must hit an opponent with its bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it succeeds, it deals automatic bite damage each round it maintains the grapple, and might have other special abilities, such as those provided by the distended jaw, spines and serrated teeth qualities.

Spell-like Abilities: 1/day- displacement. Caster level 10th.

Swarmfighting (Ex): Hordlings excel at squeezing into tight spaces. As many as four least hordlings or two lesser hordlings can fit into the same 5-foot square without penalty, and two greater hordlings can share the same 10-foot square without penalty.

Demiurge out.
 
Last edited:

log in or register to remove this ad

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

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

Whew.
Demiurge out.
 

demiurge1138 said:
I was flipping through my MMII (1st Edition) and wondered why the nifty hordlings of Hades hadn't been converted yet.
Then I started to convert them, and found out why.

:D

i'd almost rather do a dragon than the hordelings, but i must take my medicine sooner or later...
 

BOZ said:
:D

i'd almost rather do a dragon than the hordelings, but i must take my medicine sooner or later...

Feel free to save yourself the time and just use these, if you'd rather. I wouldn't mind, and actually did them for submission in the CC.

Demiurge out.
 

Wow... :D

Just one thing: Their alignment has always been listed as Neutral Evil. 'Faces of Evil: The Fiends', a flavor-intensive Planescape accessory, suggests that they are the NE equivalent of the LE lemures and the CE manes: petitioners that were just so much more devoted to NE than most, moreso than those who become larvae.
 


I didn't read Faces of Evil, so that description makes sense in retrospect (although hordlings have always been more powerful than either lemures or dretches). But the MMII 1e says "The disposition of hordlings is, in fact, chaotic. Similar creatures are found on the planes of Tarterus".

So I do have some justification, although I have edited the flavor text to reflect an NE alignment.

Demiurge out.
 

Right, I meant nupperibos (which aren't really baatezu, but... eh) and dretches (larvae would be the equivalent to lemures and manes). Which are both still significantly less powerful than hordlings, yeah.

Thinking about it a little more, I think that hordelings were supposed to have been 'gray' petitioners who aren't completely apathetic - all they have left is anger, and it twists them into the deformed shapes of hordelings. Or something. It's been a while since I read it.
 

thinking back... did hordelings exist as a different incarnation? i remember a very similar table, perhaps in the old DMG, that made monsters very much like hordelings. it was to randomly generate new demons though, i think.
 


Remove ads

Top