Blog (A5E) Let’s Look At Horde Monsters!

Morrus

Well, that was fun
Staff member
A horde monster is a new type of Level Up opponent that facilitates quick, exciting battles against large numbers of opponents, no matter the level of your characters. Like elite monsters, they allow the Narrator to control the scope and complexity of a combat encounter.

 

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Interesting!

A couple of considerations: as a non native English speaker I find the use of the term "horde" to denote a single weak monster to be confusing, something like minion would have been clearer to me.
Also, these rules cover a different space than the squad template, where multiple simple creatures fight together as one. This is the exact opposite, so the GM controls individually each horde monster.

I'll make an example with the little rules given in the post to see if I got other things right.

Instead of 2 Ogres (CR 2, medium encounter for a party of 4 level 3 characters), one could use 5 Horde Ogres.
Each will have 13hp, and these attack options:
Greatclub: +6 to hit, 15 damage (2d8+6) bludgeoning, on crit save DC 14 or prone
Javelin: +6 to hit, 13 damage (2d6+6)

So these creatures have each approx 20% of the HP of the original one (59) but they hit a bit harder (+2 to each damage). As a group they have 55% of the total hp of the equivalent non-horde encounter, but they hit WAY harder (2,8x per round on average excluding crits).

It looks like the combat could be very swingy! Either horde monsters die very quickly, or they can do significant damage to the party.

To be honest I'm not really convinced by the increase in damage.

I'm curious to see if there's some better guidance in the final product

EDIT:
Thanks to @W'rkncacnter for pointing out that large creatures don't roll additional weapon damage.

With that in mind, horde ogres would deal (10) 1d8+6 damage with the greatclub (+prone DC14 prone when critting) or 9 (1d6+6) with the javelin. A group of 5 horde ogres (medium encounter for 4 level 3 PCs) would thus inflict approx 1.9x the damage of 2 normal ogres, and have approx 55% of their hp.
The combat is still tricky given the additional number of attacks in total, but seems quite more manageable!

It looks for these encounters having ranged or area damage would be extremely useful. Very impactful is also the initiative order.
 
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Distracted DM

Distracted DM
Supporter
I'm surprised that there was no mention of squads in the entry, since they both seem to fill a similar niche.

Why use horde monsters when you have squads? Why use squads when you have horde monsters?
 


Zaukrie

New Publisher
Echoing others.... This seems to be a trait of A5e.... Similar ideas implemented in different ways. It's not making the DMs job easier. I like the basic idea here, but I have issues with the specifics.
 


Ondath

Hero
I'm not sure if I understand this right: Does a single horde monster stat block represent multiple monsters (like a squad stat block), or do I need to put 30 horde kobold stat blocks on the table if I want my party to fight 30 kobolds?
 

I'm not sure if I understand this right: Does a single horde monster stat block represent multiple monsters (like a squad stat block), or do I need to put 30 horde kobold stat blocks on the table if I want my party to fight 30 kobolds?
I don't think so:
A horde monster of Challenge Rating 1 through 4 grants 40 percent the normal XP for a monster of its CR. For encounter building, five CR 1–4 horde monsters can be used to replace two standard monsters of the same CR.
If the entry represented multiple monsters there would be some kind of specification about aggregate monster size and how many are represented, IMO
 

Morrus

Well, that was fun
Staff member
I'm not sure if I understand this right: Does a single horde monster stat block represent multiple monsters (like a squad stat block), or do I need to put 30 horde kobold stat blocks on the table if I want my party to fight 30 kobolds?
A horde monster is a single monster.
 


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