Converting original D&D and Mystara monsters

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Horde
CLIMATE/TERRAIN: Any land
FREQUENCY: Very rare
ORGANIZATION: Collective being
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: High (13)
TREASURE: Nil
ALIGNMENT: Lawful evil
NO. APPEARING: 2d4 (patrol) or 1d100x10
ARMOR CLASS: 3
MOVEMENT: 15
HIT DICE: 3-21
THAC0: Varies by Hit Dice (see below)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Varies by Hit Dice (see below)
SPECIAL ATTACKS: Telekinesis
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: S-H (3-21’ long)
MORALE: Fanatic (17)
XP VALUE: Varies by Hit Dice (see below)

Hit Dice / Bite Damage / Size / XP
3 / 1d6 / S / 50
4 / 1d6 / S / 125
5 / 1d8 / M / 300
6 / 1d8 / M / 500
7 / 1d10 / M / 850
8 / 1d10 / L / 1,200
9 / 2d6 / L / 1,600
10 / 2d6 / L / 1,750
11-12 / 2d8 / L / 1,900
13-14 / 3d6 / H / 2,300
15-16 / 3d6 / H / 2,300
17-20 / 4d6 / H / 3,150
21 / 5d6 / H / 4,500

Hordes are frightening life forms native to the Elemental Plane of Earth. Each single horde entity constists of hundreds of separate, insectlike bodies united by a single mind.

The bodies of a particular horde consciousness all look alike, and different hordes often feature their own distinct body types. The bodies of one horde might resemble huge, golden praying mantises, while another might look like small black beetles with glowing red antennae. The size of the individual bodies within a horde varies; each body’s length corresponds to its Hit Dice (one with 3 HD body measures 3 feet long). The above statistics describe individual horde bodies.

Combat: The horde attacks other creatures whenever it finds such an action in its own best interest. Hordes do not consider any other life forms intelligent and have no compunctions against destroying others. Small patrols (of 2d4 bodies each) guard the outer limits of the area the horde claims; typically, all the bodies in a patrol have an equal number of Hit Dice (therefore, the same size).

In battle, the horde quite willingly sacrifices its individual bodies to further its cuase; the bodies automatically fail any required saving throws. However, if the horde loses more than 10% of its bodies in a single activity (one battle, for example), the creature either decides to resolve the problem peacefully (by negotiating or fleeing) or calls another horde for assistance.

In combat, the horde’s bodies normally bite foes, overpowering any resistance with sheer numbers. A horde entitity can cast ESP and telekinesis (up to 200 lbs.) up to once per round; use of this spell-like power does not interfere with the activities of individual bodies. The horde communicates among its bodies by telepathy; it can easily handle dozens of conversations at once. Thought bodies are immune to mental assaults (charm, sleep, hold, etc.), physical attacks can hurt them.

A horde dies only if all its bodies are destroyed. If any body escapes, the horde immediately begins to rebuild. It can create a replacement body (or increase the size of a physically inactive body) at the rate of 1 Hit Die per turn. The horde cannot use ESP or telekinesis while creating or increasing a body’s size.

Habitat/Society: Sages speculate that a horde life force can control practically limitless numbers of members, perhaps up to 10,000 Hit Dice of bodies. Fortunately, the largest individual horde component body ever seen on Mystara boasted only 21 Hit Dice; some suggest that a horde can have larger component bodies on its home plane. The entitity has no controlling body, such as the queen of an insect hive; its mind and life force occupy all component bodies evenly. However, the horde life force can control bodies only within an area 100 miles across. If one of the horde’s bodies is taken outside this range, that body becomes a mindless thing and dies in 1-10 days.

Each horde has its own name. All the bodies of a single horde will respond to this name, which can cause confusion among those dealing with a horde.

The extremely lawful hordes will sacrifice as many bodies as needed to reach a goal. The horde does not recognize any other form of life as worthy of respect—even another of its own kind. When a horde needs more room, it simply tries to take it, without regard for other creatures; thus, most consider these creatures evil. Hordes often battle each other for living space.

Ecology: All other intelligent creatures fear and hate hordes. Horrific tales abound of whole lands overrun by a single horde and stripped of all vegetation and native creatures, save for a few “herds” of humanoids raised for food.

The hordes' particular enemies include krysts, erdeens, and undines. Krysts and erdeens, both from the Elemental Plane of Earth, particularly loathe the hordes that have taken over so much of their home plane.

Originally appeared in Mystara Monstrous Compendium Appendix (1994).

Horde
Armor Class: 3
Hit Dice: 3* to 21*
Move: 150’ (50’)
Attacks: 1 bite or special
Damage: Varies by Hit Dice
No. App: 2-8 (10-1,000)
Save As: See below
Morale: 12
Treasure: Special
Alignment: Lawful
XP Value: Varies by Hit Dice

The “hordes”are life forms native to the Elemental Plane of Earth. Each single life force has hundreds of separate insect-like bodies. The size of the bodies ranges from 3 to 21 feet long; the length corresponds to the Hit Dice. Details onn the individual bodies are given above.

One horde life force can control up to 10,000 Hit Dice of bodies. Replacement bodies can be created at the rate of 1 Hit Die per turn. Unlike insects, there is no “queen” body; the life force is widely spread, occupying all the bodies evenly. The life force can only control bodies within a volume 100 miles across; if taken outside that range, a body becomes a mindless thing, dying in 1-10 days. Each planet in the realm of the hordes is occupied by 1-100 life forces.

Each individual life force has its own name. All the bodies of a single life force will respond to the same name, and this can cause confusion in dealing with a horde creature. The creature itself can only die if all of its bodies are destroyed.

Horde creatures do not consider any other life forms to be intelligent. When more room is needed, a horde will simply try to take it, without regard for other creatures; thus, they are considered evil. The horde creatures often grapple with each other in this war for living space.

A horde creature can use ESP and telekinesis (up to 20,00 cn) as often as desired, up to once per round. It communicates by telepathy, speaking directly to the minds of others. It is incredibly intelligent, and can easily handle dozens of conversations at once.

Each horde is very Lawful and always dangerous. A horde creature sacrifices as many bodies as needed to reach a goal, and thus the Morale of a body is 12. The creature is immune to all mental effects (charm, hold, sleep, etc.), but the bodies are susceptible to blows and damage-causing attacks of most types. Because of its disregard for individual bodies, a horde normally does not bother to attempt to save them; in play, it simply fails all Saving Throws voluntarily. However, if 10% or more of a horde’s bodies are lost in a single activity (an encounter with enemies, for example), the creature will either resolve the problem peacefully (negotiating, avoiding, etc.) or call other hordes for assistance.

The hordes’ enemies are the kryst and the undines. They fear fire-type creatures and attacks.

Originally appeared in Companion Rules (1984).

Horde
Armor Class: 3
Hit Dice: 3* to 21* (S-L, see below)
Move: 150' (50')
Attacks: 1 bite or special
Damage: Varies by Hit Dice
No. Appearing: 2d4 (d100 x 10)
Save As: See below
Morale: 12
Treasure Type: Special
Intelligence: 13
Alignment: Lawful
XP Value: By Hit Dice (see below)
Hit Dice / Bite Damage / XP
3* / 1d6 / 50
4* / 1d6 / 125
5* / 1d8 / 300
6* / 1d8 / 500
7* / 1d10 / 850
8* / 1d10 / 1,200
9* / 2d6 / 1,600
10* / 2d6 / 1,750
11*-12* / 2d8 / 1,900
13*-16* / 3d6 / 2,300
17*-20* / 4d6 / 3,150
21* / 5d6 / 4,500

Monster Type: Planar Monster (Very Rare).

"The hordes" are life forms native to the elemental plane of Earth. Each single life force has hundreds of separate insectlike bodies. The size of the bodies ranges from 3 to 21 feet long; the length corresponds to the Hit Dice (i.e., a 3-HD body will be 3' long). Details on the individual bodies are given above.

One horde life force can control up to 10,000 Hit Dice of bodies. Replacement bodies can be created at the rate of 1 Hit Die per turn. Unlike insects, there is no "queen" body; the life force is widely spread, occupying all the bodies evenly. The life force can only control bodies within a volume 100 miles across; if taken outside that range, a body becomes a mindless thing, dying in 1-10 days. Each planet in the realm of the hordes is occupied by 1d100 life forces.

Each individual life force has its own name. All the bodies of a single life force will respond to the same name, and this can cause confusion in dealing with a horde creature. The creature itself can only die if all of its bodies are destroyed.

The horde creatures do not consider any other life forms to be intelligent. When a horde needs more room, it will simply try to take it, without regard for other creatures; thus, they are considered evil. The horde creatures often grapple with each other in this war for living space.

A horde creature can use ESP and telekinesis (up to 2,000 cn) as often as desired, up to once per round. It communicates by telepathy, speaking directly to the minds of others. It is incredibly intelligent, and can easily handle dozens of conversations at once.

Each horde is very Lawful and always dangerous. A horde creature sacrifices as many bodies as needed to reach a goal, and thus the morale of a body is 12. The creature is immune to all mental effects (charm, hold, sleep, etc.), but the bodies are susceptible to blows and damage-causing attacks of most types. Because of its disregard for individual bodies, a horde normally does not bother to attempt to save them; in play, it simply fails all saving throws voluntarily. However, if 10% or more of a horde's bodies are lost in a single activity (an encounter with enemies, for example), the creature will either resolve the problem peacefully (negotiating, avoiding, etc.) or call other hordes for assistance.

Each horde can have a different species of insect as its bodies. One horde might consist of bodies which look like huge gold praying mantises with wings, while another might consist of smallish black beetles with glowing red tips on their antennae.

The hordes' enemies are the kryst and the undines. They fear fire-type creatures and attacks.

Terrain: Plane of Earth.

Originally appeared in D&D Rules Cyclopedia (1991).
 

You know, I would have said swarm, but I think the individual bodies are too big probably. Should we stat up an individual body and then put in a hive-mind ability?
 



I'm in favor of outsider (earth). They don't sing to me "Elemental". Like a salamander, they're more complicated than that.
 


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