Shade
Monster Junkie
I like the d12 for damage...any love for the underutilized die is good to me. 
Ditto here. And definitely Extraplanar...these things come from someplace other than the Material Plane, as evidenced by their bodies returning there after death.
This sounds like the best solution.
That would be sheer madness. MADNESS!


Oh, and Updated.
This is probably most easily achieved with supernatural flight like the beholder. We'll also need to give them the breathless ability so they don't die in space.
This sounds far more like ongoing acid damage than poison.

I solidly stand by magical beast... even if I was wrong about what's banished by [alignment] word spells.
Ditto here. And definitely Extraplanar...these things come from someplace other than the Material Plane, as evidenced by their bodies returning there after death.
Extraplanar Magical Beast with a "funky ability" explanation for why you can't banish them is fine by me. It couldn't be dimensional lock as such, since that would prevent them ethereal jaunting.
This sounds like the best solution.
Now I wonder whether these things originate from the same place as 3E's Ethereal Marauders & Filchers? Imagine a world were most living things can Ethereal Jaunt...
That would be sheer madness. MADNESS!



Oh, and Updated.
Horgs can walk clumsily on their hind legs. They are much more comfortable in the air, or flying through the vaccum of wildspace. When they fly, they beat their wings like a bat—even in space, where there is no air for their wings to act upon. They are highly maneuverable. The positioning of their mouth indicates that they evolved to feed on the wing, even their mouth will be pointing forward. Presumably, there is some organ in the horg body that allows them to “fly” in a vacuum. For reasons discussed later, this organ has never been investigated.
This is probably most easily achieved with supernatural flight like the beholder. We'll also need to give them the breathless ability so they don't die in space.
Any creature wounded by either teeth or claw suffers the toxic effects of this liquid. Each round after the successful hit, the victim suffers 2d10 points of damage (save vs. poison for half damage). This damage continues for 10 rounds, or until the victim dies. Note that this damage is cumulative from attack to attack.
This sounds far more like ongoing acid damage than poison.
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