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

BOZ said:
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.

I haven't looked at the original DMG, but I remember reading a revised version of that table by Gary Gygax in his collumn in a very early issue of The Dragon... somewhere around issue 20-25.
 

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BOZ said:
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.

The table is indeed in the 1e DMG, on page 194. It takes up Appendix D: Random Generation of Creatures From the Lower Planes. It is similar, but less detailed, than the hordling table.

Also, it does make reference to what Filby mentioned, which is from The Dragon #20. The article was called "Demonology Made Easy", and was written by Gregory Rihn.

Demiurge out.
 

And now, a return to another overlooked denizen of Hades. The reason, I think, that the diakka weren't converted was not due to sheer tedium (like the hordlings) but due to their rather bland natures. I've done my best to spice them up a bit. Enjoy.

Diakka

The diakka are common residents of the Gray Wastes of Hades, sharing the plane with hordlings, yugoloths, demons, night hags and devils. Weaker than many of these creatures, they survive by sheer tenacious malice.

The diakka probably originated on the plane of Gehenna, as indicated by their somewhat lawful natures and phenomenal leaping ability. When the yugoloths fled Hades eons ago in favor of Gehenna, it is believed that they pushed the diakka into their bleak former plane. As such, the diakka are bitter and resentful of all life, but of yugoloths specifically.

A diakk resembles a humanoid bird with arms instead of wings. Although beaked, their faces bear a disturbing similarity to human faces. On Hades, their plumage fades to a drab gray (like just about everything on that plane), but when encountered elsewhere, they are garishly colorful, with plumage ranging in color from pea-green with rust-red flecks to purple, pink and dirty yellow.

Diakka come in two types, known to more unimaginative sages as “tall” and “broad” but referred to among diakka as varath and carcene, respectively. Diakka live in semi-nomadic flocks of both types of diakk, with the weaker but more intelligent mycters acting as leaders. They are fairly cowardly, attacking only in numbers and when assured that their opponents are weaker than they are. This cowardice does not apply to yugoloths, whom they attack on sight. Diakka rarely interact with other species, but have been known to serve night hags as larva herders and guards.

Diakka speak their own language, Diakka, and Infernal. Varath diakka also speak Common.

Diakk Traits: All diakka are immune to disease and poison, and have acid, cold and electricity resistance 10. Also, all diakka have a +10 racial bonus to Jump checks.

Varath Diakk (Tall Diakk)
Large Outsider (Evil, Extraplanar)

Hit Dice: 6d8+36 (63 hp)
Initiative: +7
Speed: 60ft (12 squares)
Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +6/+14
Attack: Bite +10 melee (1d12+6)
Full Attack: Bite +10 melee (1d12+6)
Space/Reach: 10ft/10ft
Special Attacks: Dance of weakness, spells, spell-like abilities
Special Qualities: Darkvision 60ft, diakk traits, SR 18
Saves: Fort +11, Ref +8, Will +7
Abilities: Str 18, Dex 16, Con 22, Int 12, Wis 15, Cha 16
Skills: Climb +13, Concentration +15 (+19 when casting defensively), Hide +8, Intimidate +12, Listen +11, Jump +23, Move Silently +12, Spot +11, Tumble +12
Feats: Combat Casting, Improved Initiative, Weapon Focus (bite)
Environment: Gray Wastes of Hades
Organization: Flock (2-16 of mixed mycter and pelec diakka)
Challenge Rating: 6
Treasure: Half standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +6

This brightly colored, stork-like humanoid is as tall as an ogre, with a small crest behind its head, thin humanlike arms and a long, sharp beak.

The varath diakka are the spellcasters of the diakka race.

A varath diakk is about 8 feet tall, but fairly skinny. They are frail in comparison with the carcenes, but are still much stronger and tougher than the average human. They are the natural leaders of a diakka flock, and they ensure that the flock has a strict pecking order (sometimes literally). Varath diakka rarely compete amongst themselves for leadership overtly, but will not hesitate to take advantage of a situation when it would allow a higher-ranking varath to die.

Combat
Varath usually lead the assault, charging in to place chill touches and initiate a dance of weakness before backing off to cast deadly spells (and to give them a head start should the battle turn sour). They are not adverse to physical combat if the odds are right, however, attacking with their powerful beaks. One of their favorite strategies is to use ghost sounds to simulate reinforcements.

Dance of Weakness (Su): To use this ability, a group of at least four diakka, including one varath, must dance wildly in a circle for four rounds, hooting and croaking. At the end of the dance, the patterns of the croaking combine with magical energy to create an enervating wave, dealing 1d6+5 points of Strength damage, plus 1 point for every diakk over four in the dance (Will DC 17 negates). Killing, stunning or paralyzing the diakka until less than four are still dancing ends the dance. The save DC is Charisma based.

Spell-like Abilities: At will- chill touch (DC 14), ghost sound (DC 13), jump. Caster level 9th. The save DC is Charisma-based.

Spells: A varath diakk casts spells as a 6th level sorcerer. They favor spells that weaken, confuse, or incapacitate opponents. Spells/day 6/7/6/4. Spells known 7/4/2/1. Save DC 13+ spell level.
Typical spells known:
0th-dancing lights, daze, detect magic, ray of frost, read magic, resistance, touch of fatigue
1st- cause fear, expeditious retreat, mage armor, ray of enfeeblement
2nd- hideous laughter, mirror image
3rd: ray of exhaustion

Varath Characters: Most varath characters are sorcerers, and sorcerer is their favored class.


Carcene Diakk (Broad Diakk)
Medium-sized Outsider (Evil, Extraplanar)

Hit Dice: 8d8+64 (100 hp)
Initiative: +8
Speed: 30ft (6 squares)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +8/+15
Attack: Claw +16 melee (2d4+7)
Full Attack: 2 claws +16 melee (2d4+7)
Space/Reach: 5ft/5ft
Special Attacks: Dance of weakness, rend, spell-like abilities
Special Qualities: Darkvision 60ft, diakk traits, SR 20
Saves: Fort +14, Ref +10, Will +8
Abilities: Str 24, Dex 18, Con 26, Int 8, Wis 15, Cha 16
Skills: Climb +18, Hide +15, Jump +28, Listen +13, Move Silently +15, Spot +13, Tumble +15
Feats: Improved Initiative, Power Attack, Weapon Focus (claw)
Environment: Gray Wastes of Hades
Organization: Flock (2-16 of mixed mycter and pelec diakka)
Challenge Rating: 8
Treasure: Half standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +6

This brightly colored birdlike humanoid is as tall as a man but much stouter, with short arms tipped with huge, curved claws and a short beak with a pouch under it like a pelican’s.

Carcene diakka are the warriors and bruisers of the diakka race.

A carcene is between 5 and 6 feet tall, and is nearly as wide. They are almost barrel shaped and are immensely strong. Despite their combat prowess, they fear death and especially the fate of being consumed after their demise. This fear is almost a religious taboo, but it does not stop them from consuming the bodies of their fallen foes, which they often carry back to the flock’s homestead in their beak pouches.

Combat
Although carcenes can and do participate in the ritual dance of weakness, they much prefer to mix things up in melee combat, which they do with great relish. They usually focus on one opponent until it dies, but will gladly flee if the battle turns against the diakka flock.

Dance of Weakness (Su): To use this ability, a group of at least four diakka, including one varath, must dance wildly in a circle for four rounds, hooting and croaking. At the end of the dance, the patterns of the croaking combine with magical energy to create an enervating wave, dealing 1d6+5 points of Strength damage, plus 1 point for every diakk over four in the dance (Will DC 17 negates). Killing, stunning or paralyzing the diakka until less than four are still dancing ends the dance. The save DC is Charisma based.

Rend (Ex): If a carcene diakk hits an opponent with both claw attacks, it latches onto the opponent’s body and tears the flesh, automatically dealing an additional 4d4+10 points of damage.

Spell-like Abilities: At will- chill touch (DC 14), ghost sound (DC 13), jump. Caster level 9th. The save DC is Charisma-based.

Carcene Characters: Most carcene characters are fighters, and fighter is their favored class.

Demiurge out.

Edit: Planescape actually gave them names!
 
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BOZ said:
didn't planescape do anything to make the diakk more interesting?
I have no idea. My resources skip 2e almost entirely, and so the 1e MMII was my only source. I'd love to know if and how Planescape treated the diakka, especiallly if it gave them real names (I made up mycter and pelec from the scientific names of wood storks and pelicans, respectively).

Is the conversion any good, though?

Demiurge out.
 

it did give them names... *looking looking*
Varath for the tall ones with 6 HD, and Carcene for the shorter 8 HD ones.

Source: Planes of Conflict boxed set
 
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BOZ said:
didn't mean to stunt your creativity though. :)
You're not stunting my creativity, you're helping to shape it into a productive force. Or something like that. Whatever it may be, I do want to be accurate to the source material.

Demiurge out.
 

Keep it up.

More? How does he do it! Ha! Keepit up. I propose a yugoloth thread. How about yugoloths that each apply to one of the seven deadly sins? Thoughts?
 

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