Just a tad. Nothing like the false keraptis chain o' critters.
Actually, we should probably allow for some random traits like the hordling abilities. Things that give 'em claw attacks, bite attacks, greater strenght, and the like.
Here are some examples from the hordling entry:
All hordlings have a number of hordling abilities equal to half their Hit Dice (minimum of one). Thus, the standard six Hit Die hordling has three abilities. When determining abilities, roll d% and consult the following table. Most hordling abilities do not stack, so if you roll a duplicate that doesn't stack with itself simply re-roll until you get one that works.
Additional Arms: The hordling gains an additional arm, along with one more claw attack.
Armored: The hordling's natural armor bonus improves by an amount equal to half its Hit Dice.
Bite Attack: The hordling gains a bite attack as a secondary attack that does 1d8 points of damage on a hit.
Breath Weapon: The hordling gains a 15-foot cone-shaped breath weapon, usable once a minute. The DC to save against is 10 + half the hordling's Hit Dice + its Constitution modifier. A character who fails a Fortitude save against the breath weapon becomes nauseated for 1d6 rounds and takes 1d6 points of Strength damage.
We could gather some common concepts from other fey creatures, such as special arrows/musical equipment, dependency on certain terrain types, unearthly grace, wild empathy, and so on.