Hordling Appearance

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.

Head
1Wedge-shaped
2Conical
3Discoid
4Spherical
5Cubical
6Ovoid
Head Adornment
1Bald
2Mane
3Frills
4Lumps
5Feathers
6Horns
Overall Visage
1Gibbering, drooling
2Glaring, menacing
3Twitching, crawling
4Wrinkled, seamed
5Hanging, flaccid
6Rotting, tattered
Ears
1Large, pointed
2Small, pointed
3Large, drooping
4Large, fan-like
5Normal, human
6None
Note: 25% chance to have 4 ears rather than 2.
Eye Color
1Dull black
2Purple
3Metallic
4Red
5Blank White
6Yellow
Eyes
1Huge, protruding
2Small, stalked
3Large, multifaceted
4Small, sunken
5Large, round
6Small, slitted
Note: 10% chance to have 1, 60% chance to have 2, 20% chance to have 3, 10% chance to have 4.
Nose
1Wide, protruding
2Slits only
3Hanging snout or trunk
4Long, pointed
5Large, many-warted
6None
Mouth
1Tusked
2Many small fangs
3Long canines
4Beak
5Crushing teeth
6Saw-toothed
Appearance of Torso
1Fat
2Rubbery
3Thin
4Muscular
5Wide
6Short, thick
Neck
1Short, thick
2Short, thin
3Long, thick
4Long, thin
5Thrust forward, thick
6None apparent
Back
1Humped
2Hunched
3Knobby
4Bristle-maned
5Spined
6Vestigal wings
Tail
1Long, prehensile
2Short
3Long
4Long and clubbed
5Forked
6None
Arms
1Multi-jointed
2Short, thick
3Wings*
4Long, thin
5Large, muscular
6Tentacle
*Can only be used to fly if the hordling has enhanced mobility (flight).
Legs
1Long, thin
2Short, bowed
3Short, massive
4Long, muscular
5Long, multi-jointed
6Snake-like lower body
Note: 20% chance to have 3 or 4 legs.
Hands
1Large, thick-fingered
2Clawed
3Taloned
4Pincered
5Webbed
6Too many fingers
Feet
1Long prehensile toes
2Full hoofed
3Splay hoofed
4Clawed
5Suckered
6Webbed
Body Coloration
1Black-brown
2Russet-ted
3Orange-yellow
4Olive-green
5Blue-purple
6Gray-white
Skin
1Smooth
2Rough and scaly
3Feathered
4Furred
5Slimy and dripping
6Bristly

Hordling Abilities

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.

Hordling Abilities
d%Roll Ability
01-03Additional arms*
04-08Armored
09-20Bite attack
21-24Breath weapon
25-28Clutching grip
29-35Energy resistance*
36-40Flippers
41-45Functional Wings
46-50Elite hordling*
51-55Enhanced senses
56-58Gaze attack
59-65Gore attack
66-68Increased size*
69-72Quick healer
73-76Quickness*
77-80Ranged attack
81-88Reach attack
89-92Sonic aura
93-100Tail attack
*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.

Advanced Hordlings

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.


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