Hordling (CR 5)
AC: 19 (+2 Dex, +7 natural), touch 12, flat-footed 19
Hit Dice: 6d8+12 (39 hp); DR: 1/lawful
Fort +9, Ref +9, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +8
Attack: Claw +8 melee
Full Attack: 2 claws +8 melee
Damage: Claw 1d6+2
Special Attacks/Actions: Hordling abilities
Abilities: Str 14, Dex 14, Con 14, Int 8, Wis 8, Cha 8
Special Qualities: Hordling abilities, immune to mind-affecting effects, SR 16
Feats: Great Fortitude; Improved Initiative; Lightning Reflexes
Skills: Climb +11, Hide +11, Jump +11, Listen +8, Move Silently +11, and Spot +8
Advancement: 7+ HD (Medium)
Climate/Terrain: Gray Waste of Hades, Tarterian Depths of Carceri, Windswept Depths of Pandemonium, or the Infinite L
Organization: Solitary, pair, band (3-12), or horde (13+)
The hordlings are fiends of varied form, power, and appearance. They have in common hideousness and hatefulness, and roam the reaches of the fiendish planes, preying upon all things, including one another. The strong slay and devour the weak. They sometimes serve under strong leaders like night hags or yugoloths, but are in general untrustworthy, rebellious, and quarrelsome. Three types of hordlings are known to exist - the sinister and morbid soldiers of the Gray Waste of Hades, the brutish and violent thugs of the Tarterian Depths of Carceri, and the insane and murderous lunatics of the Windswept Depths of Pandemonium.
All three types can be encountered with some frequency on certain layers of the Abyss as well. To a non-hordling, the differences between these three types are indistinguishable, and they certainly have no tangible effect on their game statistics, yet hordlings immediately recognize hordlings from other planes, and it is for these fellow fiends that their deepest hatreds are reserved.
A few rare artifacts, such as Arodnap's Box and the ruinous Bringer of Doom are linked to the hordlings and can transport them in large numbers to other planes.
Hordlings speak Abyssal.
Hordlings are combat brutes. They often have special attacks and defenses that augment their skills in a battle, but no
hordling has innate spell-like abilities. This immediately sets them apart from most other fiends like demons and devils.
A specific hordling's combat tactics must of course be dictated by the nature of its attacks, but in general, these creatures prefer to charge directly into melee and tear into their victims.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).