Planescape

Hordling

Hordelin

MC Outer Planes Appendix • MC Planescape Appendix I



Hordling
Climate/Terrain:Gray Waste (also Abyss, Carceri and Pandemonium)
Frequency:Common (Gray Waste), Uncommon (Abyss, Carceri, Pandemonium), Very rare (Prime)
Organization:Solitary
Activity Cycle:Any
Diet:Carnivore
Intelligence:Semi- to average (2-10)
Treasure:Nil
Alignment:Neutral evil

No. Appearing:1-6 (Prime 1)
Armor Class:3, 2, 1, or 0
Movement:6, 9, 12, or 15 (D with wings)
Hit Dice:6+3, 7+2, 8+1, or 9
THAC0:6+3 HD: 15
7+2 and 8+1 HD: 13
9 HD: 11
No. of Attacks:By hordling type
Damage/Attack:See below
Special Attacks:See below
Special Defenses:See below
Magic Resistance:6+3 HD: 0%   ; 7+2 HD: 5%
8+1 HD: 15% ; 9 HD: 30%
Size:S, M, or L
Morale:Unsteady (5-7)
XP Value:Varies by hordling

Hordlings are the uncounted hordes of the Gray Wastes. They form the majority of the population of that plane. They vary widely in size and appearance. Some are large, some small; some humanoid, some animal-like, some amorphous; some have wings or tentacles. No two look exactly alike, and they have no standard means of communication.

Combat: Choose each hordling’s characteristics as the situation requires. These tables present traits that pertain to combat and flight. Other tables (below) give the appearance of individual hordlings. Choose AC, movement rate, Hit Dice, magic resistance, and size from this table, or roll ld4 for each characteristic:

RollACMVHDMRSZ
1366+30S
2297+25%M
31128+115%L
1015930%H

Choose physical attributes as desired; the lists below suggest typical attributes. Some attributes enhance combat ability, and are labeled with a parenthetical lower case letter, further explained in the Combat section.

Arms   1 (1),  2 (2-5),  4 (6)
1multi-jointed
2telescoping (doubled reach)
3short, thick
4long, thin
5trunk-like
6tentacles
Legs   2 (1-4),  3 (5),  4 (6)
1long, thin
2short, bowed
3short, massive
4springing (20' range)
5hopping (10’ in any direction)
6telescoping (can add 50% height)
Hands/extremities
1large, thick-fingered (g)
2clawed (h)
3taloned (i)
4pincered (j)
5barbed (k)
6knobbed(1)
Feet/extremities
1prehensile toes, long
2full hoofed (m)
3splayed hoofed (n)
4clawed (0)
5suckered
6full webbed (swim at normal speed)
Back
1humped
2hunched
3knobbed mane
4bristle-maned
5fan-winged (fly 18, max ground speed 9)
6bat-winged (fly 12, max ground speed 12)
Tail
1long, prehensile
2short
3long
4long, clubbed (j)
5long, barbed (k)
6none

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

Mouth   [ large (1-4),  huge (5-6) ]
1protruding tusks (a)
2many small fangs (b)
3long canines (c)
4small tusks (d)
5crushing teeth (e)
6saw-toothed (f)
Strength
1  17 (+1/+1)
2  18 (+1/+2)
3  18/50 (+1/+3)
4  18/75 (+2/+3)
5  18/00 (+3/+6)
6  19 (+3/+7)

Having created a hordling, assign its attacks according to its mouth, arm, tail, and leg attributes. The following table provides examples.

Attack Table – Damage
 atuskssmall 1d4 ; large 2d4 ; huge 2d6
 bfangssmall 1d6 ; large 1d8
 clong canineslarge 1d6 ; huge 1d8
 dsmall tuskslarge 1d8 ; huge 1d10
 ecrushing teethlarge 1d4+2 ; huge 1d4+3
 fsaw-toothedlarge 1d3 (1d4 / round thereafter);
huge 1d4 (1d6 / round thereafter)
 gblowone hit 1d4 + strength;
two hits strangle for 2d4 + strength
 hclaw1d4+1
 italon1d6
 jpincer1d4
 kbarb1 / rd and stuck fast (Strength check to escape)
 lknob or club tail1d3
 mfull hoof1d2
 nsplayed hoof1d3

For example, a hordling with two claws, crushing teeth, and a strength of 18/00 would attack at +3 and do 2-5+6/2-5+6/3-6+6.

A hordling may also have special attacks (10%, chance) or defenses (20% chance). These tables list the abilities; roll randomly or choose:

Special Attacks Table
 1Breath works as a small stinking cloud vs. one opponent in a 3’ range.
 2Gaze works as a ray of enfeeblement vs. one opponent in a 5’ range.
 3Legs can trip one opponent in melee as a trip spell.
 4Sound emanation works as a fumble spell against one opponent in a 5' range.
 5Double attacks for 1 round once per turn.
 6Acidic spittle missile once per turn (10' range, 2d4 damage)
Special Defenses Table
 1Hit only by +2 or better magical weapons.
 2Immune to fire and acid attacks.
 3Immune to cold, gas, and poison attacks.
 4Immune to electrical and magic missile attacks.
 5Unaffected by illusions and mental attacks (charm, etc.).
 6Regenerates 1d4+1 hp per turn.

Hordlings have infravision to 120’. Treat hordlings as having 5 Hit Dice for purposes of clerical turning of undead.

Habitat/Society: There are an infinite number of hordlings on the infinite layers of the Abyss. They have no purpose or organization.

Hordlings are petty and vile. They roam the Gray Waste, attacking those weaker than themselves. They sometimes serve under strong leaders, but few leaders maintain hordlings for long, for they are unruly, untrustworthy, and chaotic.

Occasionally, evil mages summon hordlings to do their bidding. Normal summonings always produce a single hordling. The only known way to summon more than a single hordling into the Prime Material Plane is the Bringer of doom, a strange device created by arcane magic during the Age of Doom.

Ecology: Hordlings devour whatever they destroy, usually other hordlings. That there is otherwise no readily available food supply on the Lower Planes makes the endless, relatively weak hordlings common prey for more powerful beings.

The physical appearance of a hordling may become important in play. The following list offers typical features, but many others are possible.

ColorHeadHead
Adornment
Neck
1black-brown1wedge-shaped1bald1thick
2russet-red2conical2mane2thin
3orange-yellow4discoid3frills3long
4olive-green4spherical4lumps4thrust forward
5blue-purple5cubical5spikes (2-8)5snaky
6gray-white6ovoid6horns (1-4)6none apparent
NoseEarsOverall Visage
1wide, protruding1large, pointed1gibbering, drooling
2slits only2small, pointed2glaring, menacing
3hanging snout3drooping3twitching, crawling
4long, pointed4large, fanlike4wrinkled, seamed
5large, many warts5huge, humaniod5hanging, flaccid
6beaked6none6rotting, tattered

Hordling