All hordlings look different. When you create a new hordling, roll on the following tables to determine the fiend's appearance. Feel free to change, add, or delete choices from the following tables as you see fit.
|Note: 25% chance to have 4 ears rather than 2.|
|Note: 10% chance to have 1, 60% chance to have 2, 20% chance to have 3, 10% chance to have 4.|
|3||Hanging snout or trunk|
|2||Many small fangs|
|Appearance of Torso|
|5||Thrust forward, thick|
|4||Long and clubbed|
|*Can only be used to fly if the hordling has enhanced mobility (flight).|
|6||Snake-like lower body|
|Note: 20% chance to have 3 or 4 legs.|
|6||Too many fingers|
|1||Long prehensile toes|
|2||Rough and scaly|
|5||Slimy and dripping|
All hordlings have a number of hordling abilities equal to half their Hit Hice (minimum of one). Thus, the standard six Hit Die hordling has three abilities. When determining abilities, simply roll d% and consult the following table. Most hordling abilities do not stack, so if you roll a duplicate that doesn't stack with itself simply re-roll until you get one that works.
|*This ability may be rolled more than once.|
Additional arms: The hordling gains an additional arm, along with one more claw attack
Armored: The hordling's natural armor bonus improves by an amount equal to half its Hit Dice.
Bite attack: The hordling gains a bite attack as a secondary attack that does 1d8 points of damage on a hit.
Breath weapon: The hordling gains a 15-foot cone-shaped breath weapon, usable once a minute. The DC to save against is 10 + half the hordling's HD + its Constitution modifier. A character who fails a Fortitude save against the breath weapon becomes nauseated for 1d6 rounds and takes 1d6 points of Strength damage.
Clutching grip: The hordling gains the Improved Grab ability with one of its natural attacks, and can constrict for damage equal to its claw damage with that attack.
Elite hordling: One of the hordling's ability scores, determined randomly, gains a +4 bonus.
Energy resistance: The hordling gains energy resistance io against a randomly determined energy type (acid, cold, electricity, fire, or sonic). Each time this ability is rerolled, it applies to a new type of energy.
Enhanced senses: The hordling gains low-light vision and scent.
Functional Wings: The hordling gains a fly speed equal to twice its land speed. It has average maneuverability.
Flippers: The hordling gains a swim speed equal to its land speed, and can breathe water.
Gaze attack: The hordling's gaze attack has a range of 10 feet, which can be resisted with a Fortitude save against a DC of 10 + half the hordling's HD + its Constitution modifier. Failure to resist this gaze attack causes the victim to be stunned for 1 round.
Gore attack: The hordling gains a gore attack as a secondary attack that does 1d8 points of damage on a hit.
Increased size: The hordling's size increases to Large. It gains all the benefits and penalties associated with this size change as detailed on page 291 of the Monster Manual. Increase the Hordiling's CR by 1. Each time this ability is rerolled, the hordling increases by one more size category and its CR increases by +1.
Quick Healing: The hordling gains fast healing 5.
Quickness: The hordling's land speed increases by +10 feet.
Ranged attack: The hordling can spit a glob, bolt, or beam of energy (determine type randomly) from its maw once every 1d4 rounds. It makes a ranged touch attack to hit, dealing 1d6 damage per a HD on a hit. The range for this attack is 60 feet.
Reach attack: The hordling's claw attacks gain a +5 ft. bonus to their reach.
Sonic aura: The hordling is surrounded by a field of sonic energy to a radius of 5 feet. This some energy is unsettling and distracting; creatures within the radius must make a DC 20 Concentration check to cast spells or use spell-like abilities. In addition, a creature that fails a Fortitude save against a DC of 10 + half the hordling's HD + its Charisma modifier becomes frightened for 5d4 rounds. This is a sonic mind-affecting fear effect.
Tail attack: The hordling gains a tail attack as a secondary attack that does 1d6 points of damage on a hit.
In addition to increases in base attack bonus, saving throw bonus, skill points, feats, and ability score increases, a hordling gains the following increases as well.
- Increase the hordling's natural armor bonus by +2 for each additional odd-numbered Hit Die gained.
- The hordling gains an additional hordling ability for each additional even-numbered Hit Die gained.
- In addition to the standard ability score increases a hordling gets every 4 Hit Dice, it gains a +2 bonus to its
- Strength every even-numbered Hit Die, and a +2 bonus to its Constitution every odd-numbered Hit Die.
- A hordling's spell resistance is equal to 10 + its Hit Dice.
- A hordling with at least 12 Hit Dice gains damage reduction 10/lawful. A hordling with at least 18 Hit Dice gains damage reduction 15/lawful.
- Increase the hordling's CR by +1 for each Hit Die gained.