Planescape Monstrous Compendium Appendix I


Hordling

Type

Aberration (Outsider, Evil)

Size

Small

Medium

Hit Dice

6d8+6 (33)

7d8+7 (39)

Initiative

+3 (Dex)

+3 (Dex)

Speed

20ft.

25ft.

Armor Class

17 (+1S,+3D,+3N)

18 (+3D,+5N)

Attacks

Varies +5+Str

Damage

Varies

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Varies

Sq. Qualities

Varies

Saves

F+3

R+5

W+5

F+3

R+5

W+5

Abilities

Str varies

Dex 17

Con 13

Str varies

Dex 17

Con 13

Int 10

Wis 10

Cha 04

Int 10

Wis 10

Cha 04

Skills

30

32

Feats

Multiattack, Combat Reflexes

Multiattack, Power Attack

 

Climate

Gray Waste

Organization

Solitary, group (2-6), pack (10-40), tribe (50-90), or horde (100-1000)

Rating (CR)

6

7

Treasure

None

Alignment

Always Neutral Evil

Advancement

7 – 18 HD (Small)

8 – 21 HD (Medium)

 

 

 

Type

Aberration (Outsider, Evil)

Size

Large

Huge

Hit Dice

8d8+16 (52)

9d8+27 (68)

Initiative

+2 (Dex)

+1 (Dex)

Speed

30ft.

40ft.

Armor Class

19 (-1S,+2D,+8N)

20 (-2S,+1D,+11N)

Attacks

Varies +5+Str

Varies +4+Str

Damage

Varies

Face / Reach

5ft by 5ft / 10ft

10ft by 10ft /15ft

Sp. Attacks

Varies

Sq. Qualities

SR14, varies

Saves

F+4

R+4

W+5

F+6

R+4

W+4

Abilities

Str varies

Dex 15

Con 15

Str varies

Dex 13

Con 17

Int 08

Wis 08

Cha 04

Int 06

Wis 06

Cha 02

Skills

30

22

Feats

Multiattack, Cleave, Combat Reflexes

Multiattack, Cleave, Great Cleave

 

Climate

Gray Waste

Organization

Solitary, group (2-6), pack (10-40), tribe (50-90), or horde (100-1000)

Rating (CR)

8

9

Treasure

None

Alignment

Always Neutral Evil

Advancement

9 – 24 HD (Large)

10 – 27 HD (Huge)

 

 

· Darkvision: All hordlings have darkvision up to 120ft.

· Turn Vulnerability: Hordlings can be turned as 5 HD creatures, and if destroyed they are banished back to the abyss.

· Aberration: Really bizarre creature. Darkvision 60ft.

· Outsider: Darkvision 60 feet. Can’t be raised or resurrected.

 

 

 

· To determine the physical appearance, attributes, and abilities of a hordling roll in the following tables:

Arms

1 (1), 2 (2-5), 4 (6)

Legs

2 (1-4), 3 (5), 4 (6)

1

Multi-jointed

1

Long, thin

2

Telescopic (double reach)

2

Short, bowed

3

Short, thick

3

Short, massive

4

Long, thin

4

Springing (allows 20’ jumps)

5

Trunk-like

5

Hopping (10’ in any direction)

6

Tentacles

6

Telescoping (can add 50% height)

  

Hands/Extremities

Feet/Extremities

1

Large, thick-fingered (g)

1

Prehensile toes, long

2

Clawed (h)

2

Full hoofed (m)

3

Taloned (i)

3

Splayed hoofed (n)

4

Pincered (j)

4

Clawed (o)

5

Barbed (k)

5

Suckered

6

Knobbed (l)

6

Full webbed (swim at normal speed)

 

Back

Tail

1

Humped

1

Long, prehensile

2

Hunched

2

Short

3

Knobbed mane

3

Long

4

Bristle-maned

4

Long, clubbed (j)

5

Fan-winged (25ft, fly 45ft poor)

5

Long, barbed (k)

6

Bat-winged (30ft, fly 30ft poor)

6

None

 

· Hordlings with hands, tentacles, or prehensile toes or tail can use weapons.

Strength

Mouth

Roll 1d6 and add the following modifiers according to size

1

Protruding tusks (a)

2

Many small fangs (b)

Small

10

3

Long canines (c)

Medium

16

4

Small tusks (d)

Large

22

5

Crushing teeth (e)

Huge

28

6

Saw-toothed (f)

 

· Having created a hordling, assign its attacks according to its mouth, arm, tail, and leg attributes as follows:

 

 

Small

Medium

Large

Huge

Type

a

Tusks

1d4

1d6

2d4

2d6

P/B

b

Fangs

1d6

1d6

1d8

1d8

P/B

c

Long canines

--

--

1d6

1d8

P/B

d

Small tusks

--

--

1d8

1d10

P/B

e

Crushing teeth

--

--

1d4+2

1d4+3

P/B

f

Saw-toothed

--

--

1d4 for 2 @s

1d6 for 2 @s

S

g

Blow

1d4

1d4

1d6

1d8

B

h

Claw

1d4+1

1d4+1

1d6+1

1d8+1

S

i

Talon

1d4

1d6

1d8

1d10

P

j

Pincer

1d3

1d4

1d6

2d4

S

k

Barb

1 per round and stuck fast (Strength check to escape, DC 10+hordlings STR mod)

l

Knob or club tail

1d2

1d3

1d4

1d6

B

m

Full hoof

1d2

1d2

1d3

1d4

B

n

Splayed hoof

1d2

1d3

1d4

1d6

B

 

· Also, a 10% of the hordlings have some kind of special attack and 20% some kind of special defense:

Special Attacks

1

Breath works as a small Stinking Cloud versus 1 opponent in a 3’ range

2

Gaze works as a Ray of Enfeeblement versus 1 opponent in a 5’ range

3

Legs can trip one opponent in melee as a Trip spell

4

Sound emanation works as a Fumble spell against one opponent in a 5’ range

5

Double attacks for 1 round once per 10 rounds.

6

Acidic spittle missile once per 10 rounds (10’ range, 2d4 acid damage)

 

Special Defenses

1

DR 10 / +2

2

Immune to fire and acid attacks

3

Immune to cold, gas, and poison attacks

4

Immune to electrical and Magic Missile attacks

5

Unaffected by illusions and mental attacks

6

Regenerates 5 hp per round

 

Color

Head

Head Adornment

1

Black-brown

1

Wedge-shaped

1

Bald

2

Russet-red

2

Conical

2

Mane

3

Orange-yellow

3

Discoid

3

Frills

4

Olive-green

4

Spherical

4

Lumps

5

Blue-purple

5

Cubical

5

Spikes (2-8)

6

Gray-white

6

Ovoid

6

Horns (1-4)

 

Neck

Nose

Ears

1

Thick

1

Wide, protruding

1

Large, pointed

2

Thin

2

Slits only

2

Small, pointed

3

Long

3

Hanging snout

3

Drooping

4

Thrust forward

4

Long, pointed

4

Large, fanlike

5

Snaky

5

Large, many warts

5

Huge, humanoid

6

None apparent

6

Beaked

6

None

 

Overall Visage

 

 

1

Gibbering, drooling

2

Glaring, menacing

3

Twitching, crawling

4

Wrinkled, seamed

5

Hanging, flaccid

6

Rotting, tattered

 



    Melroch Eitheldor @ 2003 - 2004

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