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''Go back to the [[Life in Celegia]] page.''
= Celegian Bestiary =
= Celegian Bestiary =


[[Templates]]
[[Templates]]


== MONSTERS ==
== MONSTERS ==
[[Potent Greater Shadow]]
[[Potent Greater Shadow]]


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[[Mighty Drowned]]
[[Mighty Drowned]]


=== Light Destrier ===
=== Light Destrier ===


Large Magical Beast
Large Magical Beast


Hit Dice: 7d10+ 14 (55hp)
Hit Dice: 7d10+ 14 (55hp)
Initiative: +3
Initiative: +3
Speed: 120 ft. (24 squares)
Speed: 120 ft. (24 squares)
Armor Class: 20 (–1 size, +8 natural,+3 Dex), touch 12, flat-footed 17
 
Armor Class: 20 (-1 size, +8 natural,+3 Dex), touch 12, flat-footed 17
 
Base Attack/Grapple: +7/+13
Base Attack/Grapple: +7/+13
Attack: Hoof + 8 melee (1d8+8)
Attack: Hoof + 8 melee (1d8+8)
Full Attack: 2 Hooves +8 Melee (1d8+8) plus bite +3 melle (1d8+6)
Full Attack: 2 Hooves +8 Melee (1d8+8) plus bite +3 melle (1d8+6)
Space/Reach: 10x5 feet/5 feet
Space/Reach: 10x5 feet/5 feet
Special Attacks: pounce, trample 1d8+8
Special Attacks: pounce, trample 1d8+8
Special Qualities: Low-light vision, scent, -8 penalty saves versus Poison
Special Qualities: Low-light vision, scent, -8 penalty saves versus Poison
Saves: Fort +8, Ref +9, Will +6
Saves: Fort +8, Ref +9, Will +6
Abilities: Str 22, Dex 16, Con 14, Int 3, Wis 10, Cha 10
Abilities: Str 22, Dex 16, Con 14, Int 3, Wis 10, Cha 10
Skills: Listen +10, Spot +10, Move Silently +10
Skills: Listen +10, Spot +10, Move Silently +10
Feats: Alertness, Endurance, Run
Feats: Alertness, Endurance, Run
Environment: Warm plains, temperate mountains
Environment: Warm plains, temperate mountains
Organization: Solitary or herd (6–30), domesticated
 
Organization: Solitary or herd (6-30), domesticated
 
Challenge Rating: 3
Challenge Rating: 3
Advancement: 8–16 HD (Large)
Level Adjustment: —


Advancement: 8-16 HD (Large)


Level Adjustment: -


=== Heavy Destrier ===
=== Heavy Destrier ===


Large Magical Beast
Large Magical Beast


Hit Dice: 12d10+ 60 (130hp)
Hit Dice: 12d10+ 60 (130hp)
Initiative: +2
Initiative: +2
Speed: 100 ft. (20 squares)
Speed: 100 ft. (20 squares)
Armor Class: 24 (–1 size, +13 natural,+2 Dex), touch 11, flat-footed 22
 
Armor Class: 24 (-1 size, +13 natural,+2 Dex), touch 11, flat-footed 22
 
Base Attack/Grapple: +12/+17
Base Attack/Grapple: +12/+17
Attack: Hoof + 13 melee (1d10+10)
Attack: Hoof + 13 melee (1d10+10)
Full Attack: 2 Hooves +13 Melee (1d10+10) plus bite +8 melee (1d10+8)
Full Attack: 2 Hooves +13 Melee (1d10+10) plus bite +8 melee (1d10+8)
Space/Reach: 10x5 feet/5 feet
Space/Reach: 10x5 feet/5 feet
Special Attacks: pounce, trample 1d10+10
Special Attacks: pounce, trample 1d10+10
Special Qualities: Low-light vision, scent, -8 penalty saves versus Poison
Special Qualities: Low-light vision, scent, -8 penalty saves versus Poison
Saves: Fort +14, Ref +13, Will +10
Saves: Fort +14, Ref +13, Will +10
Abilities: Str 24, Dex 15, Con 20, Int 3, Wis 10, Cha 9
Abilities: Str 24, Dex 15, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +12, Spot +12, Move Silently +5, special
Skills: Listen +12, Spot +12, Move Silently +5, special
Feats: Alertness, Endurance, Run
Feats: Alertness, Endurance, Run
Environment: Warm plains, temperate mountains
Environment: Warm plains, temperate mountains
Organization: Solitary or herd (6–30), domesticated
 
Organization: Solitary or herd (6-30), domesticated
 
Challenge Rating: 5
Challenge Rating: 5
Advancement: 13–24 HD (Large)
Level Adjustment: --


Advancement: 13-24 HD (Large)


Level Adjustment: --


; Description
; Description
Ages ago, Celegia was dominated for millennia by the Warrior Kings, a feudal system of powerful warriors who ruled by personal strength of arms and personality. During the Age of Warrior Kings, it came to be that the highest and most noble of warfare was that done while mounted. Sadly, it quickly grew evident that the quality of mounts was lacking if horses were considered, and the supply of more fierce creatures was sharply constrained if the number of deaths was to be kept low.
Ages ago, Celegia was dominated for millennia by the Warrior Kings, a feudal system of powerful warriors who ruled by personal strength of arms and personality. During the Age of Warrior Kings, it came to be that the highest and most noble of warfare was that done while mounted. Sadly, it quickly grew evident that the quality of mounts was lacking if horses were considered, and the supply of more fierce creatures was sharply constrained if the number of deaths was to be kept low.


A need was identified to breed a better mount.
A need was identified to breed a better mount.


Over many centuries of effort, starting with stocks of horses, hippogriffs, and chimeras, work was done to breed a beast stronger, faster, and fiercer than a horse but not quite so murderous as a true beast. Along the way, breeding stock from ponies, nightmares, and dire horses was introduced, and at long last, the destrier was created.
Over many centuries of effort, starting with stocks of horses, hippogriffs, and chimeras, work was done to breed a beast stronger, faster, and fiercer than a horse but not quite so murderous as a true beast. Along the way, breeding stock from ponies, nightmares, and dire horses was introduced, and at long last, the destrier was created.


A destrier is far more vicious than a horse, and will bite and kick with no provocation. Many a careless squire or stableboy has lost an arm or face to an ill-tempered destrier. At the same time, a destrier is tractable enough to be trained readily without use of magic or extraordinary talents, is social enough to live in the wild as socially structured herds, and is tame enough to keep and house as long as the proper caution is taken around them. Unlike horses, Destriers always lay down to sleep, and prefer to have a bed or nest whenever possible.
A destrier is far more vicious than a horse, and will bite and kick with no provocation. Many a careless squire or stableboy has lost an arm or face to an ill-tempered destrier. At the same time, a destrier is tractable enough to be trained readily without use of magic or extraordinary talents, is social enough to live in the wild as socially structured herds, and is tame enough to keep and house as long as the proper caution is taken around them. Unlike horses, Destriers always lay down to sleep, and prefer to have a bed or nest whenever possible.


 
Destriers are a little larger than most horses, averaging about three hands taller than a warhorse, but weigh almost exactly the same. There is a little of the greyhound's leanness to their build, which is otherwise very similar to a horse except for their feet. A Destrier has hooves, but arranged around each hoof are three strong toes each with a heavy blunt claw, so their feet resemble a hippogriffs forefeet with a hoof added to the area. This foot allows them to run very fast yet maintain incredible maneuverability in their more acrobatic exertions.
Destriers are a little larger than most horses, averaging about three hands taller than a warhorse, but weigh almost exactly the same. There is a little of the greyhound’s leanness to their build, which is otherwise very similar to a horse except for their feet. A Destrier has hooves, but arranged around each hoof are three strong toes each with a heavy blunt claw, so their feet resemble a hippogriffs forefeet with a hoof added to the “frog” area. This foot allows them to run very fast yet maintain incredible maneuverability in their more acrobatic exertions.
 


Destriers come in many colors and patterns, with black, brown, and mixed black and brown being most common. White markings, gray, white, and more exotic colorings are also known. A destrier has a very horselike face except that the eyes are set rather more forward pointing and they have numerous sharp incisors along the side of their muzzles. They do not have notable fangs, so they must bare their teeth for any difference to be noted, but their many sharp incisors give them a wicked bite.
Destriers come in many colors and patterns, with black, brown, and mixed black and brown being most common. White markings, gray, white, and more exotic colorings are also known. A destrier has a very horselike face except that the eyes are set rather more forward pointing and they have numerous sharp incisors along the side of their muzzles. They do not have notable fangs, so they must bare their teeth for any difference to be noted, but their many sharp incisors give them a wicked bite.


Destriers will eat nearly anything, but their diet has to be carefully controlled. The one severe drawback of their hybrid nature is the fact that their extreme metabolism is vulnerable to toxins, and they take a -8 to all saving throws versus poisons. Thus, bad food can make a destrier very sick very easily. Destriers prefer fresh grasses, carrion, grains, fruits, and live game when they can get it. Destriers love squirrels, and watching a destrier pounce on a squirrel is a remarkable sight. In the wild, Destriers are browsing grazers, and opportunistic hunters that will kill and eat creatures as large as a cow if they are hungry and stumble across the opportunity
Destriers will eat nearly anything, but their diet has to be carefully controlled. The one severe drawback of their hybrid nature is the fact that their extreme metabolism is vulnerable to toxins, and they take a -8 to all saving throws versus poisons. Thus, bad food can make a destrier very sick very easily. Destriers prefer fresh grasses, carrion, grains, fruits, and live game when they can get it. Destriers love squirrels, and watching a destrier pounce on a squirrel is a remarkable sight. In the wild, Destriers are browsing grazers, and opportunistic hunters that will kill and eat creatures as large as a cow if they are hungry and stumble across the opportunity


Destriers are much stronger than a horse of similar size, but compared to a horse, a Destrier is more affected by encumbrance. If carrying a light load, a Destrier is unaffected. Any load that is medium is counted as heavy, and heavy is counted as encumbered.
Destriers are much stronger than a horse of similar size, but compared to a horse, a Destrier is more affected by encumbrance. If carrying a light load, a Destrier is unaffected. Any load that is medium is counted as heavy, and heavy is counted as encumbered.


 
While lightly encumbered, a Destrier is able to perform astounding feats of acrobatics, and is counted as having both Tumbling and Mobility with skill ranks equal to their hit dice plus dexterity modifier. Staying mounted on board a Destrier who is using these abilities requires a Ride check with a DC of the check result rolled by the Destrier. Many a fledgling rider has walked back to the stable after being unceremoniously dumped off by a Destrier. In addition, a Destrier that is lightly loaded is treated as having Jump at ranks equal to their hit dice plus their Strength and Dexterity modifier, with bonuses for their land speed. Destriers are astonishing leapers.
While lightly encumbered, a Destrier is able to perform astounding feats of acrobatics, and is counted as having both Tumbling and Mobility with skill ranks equal to their hit dice plus dexterity modifier. Staying mounted on board a Destrier who is using these abilities requires a Ride check with a DC of the check result rolled by the Destrier. Many a fledgling rider has walked back to the stable after being unceremoniously dumped off by a “playful” Destrier. In addition, a Destrier that is lightly loaded is treated as having Jump at ranks equal to their hit dice plus their Strength and Dexterity modifier, with bonuses for their land speed. Destriers are astonishing leapers.
 


A basic light Destrier can carry 519 pounds before it is encumbered, while a heavy Destrier can carry 699 pounds before being similarly weighed down.
A basic light Destrier can carry 519 pounds before it is encumbered, while a heavy Destrier can carry 699 pounds before being similarly weighed down.


Destriers are highly valued in the Empire, and a light Destrier is worth 800 or more gold pieces, while a heavy Destrier is worth 2000 or more. Destriers are commonly ridden by warriors and other adventurers who are sturdy enough to deal with their nasty tempers. Destriers never form the sort of close bonds that many horses do, although they will oftem form a grudging respect and even mild affection for a strong and skillful rider.
Destriers are highly valued in the Empire, and a light Destrier is worth 800 or more gold pieces, while a heavy Destrier is worth 2000 or more. Destriers are commonly ridden by warriors and other adventurers who are sturdy enough to deal with their nasty tempers. Destriers never form the sort of close bonds that many horses do, although they will oftem form a grudging respect and even mild affection for a strong and skillful rider.


Destriers are highly prized by all classes that profess to ride as a part of their skills, and the rare paladin who calls a mount in the Empire will usually be granted a celestial destrier once their level warrants such a beast. Cavaliers, Swift Riders, Dire Riders, and several other classes also prize the Destrier for its ferocity, availability, and speed. Unlike horses, Destriers will eagerly follow their masters into dungeons, buildings, and practically anyplace else, even if only to bite said master in the backside the first time their guard is down.
Destriers are highly prized by all classes that profess to ride as a part of their skills, and the rare paladin who calls a mount in the Empire will usually be granted a celestial destrier once their level warrants such a beast. Cavaliers, Swift Riders, Dire Riders, and several other classes also prize the Destrier for its ferocity, availability, and speed. Unlike horses, Destriers will eagerly follow their masters into dungeons, buildings, and practically anyplace else, even if only to bite said master in the backside the first time their guard is down.


=== Giants Quick Reference ===
=== Giants Quick Reference ===


Type_AlnHeightWeight_ Max AgeHDStr_Int___CR
Type_AlnHeightWeight_ Max AgeHDStr_Int___CR


; MMI


MMI
HillGiant_CE10.5ft_1,100lbs200yrs_12d8+48_256_7 Fludge, Barbarian
HillGiant_CE10.5ft_1,100lbs200yrs_12d8+48_256_7 Fludge, Barbarian


StoneGiantN_12ft_1,500lbs800yrs_14d8+56_27_10_8 Stongai, Fighter
StoneGiantN_12ft_1,500lbs800yrs_14d8+56_27_10_8 Stongai, Fighter


FrostGiantCE15ft_2,800lbs250yrs_14d8+70_29_10_9 Aisani, Barbarian
FrostGiantCE15ft_2,800lbs250yrs_14d8+70_29_10_9 Aisani, Barbarian


FireGiant_LE12ft_7,000lbs350yrs_15d8+75_31_1010 Mastani, Defender
FireGiant_LE12ft_7,000lbs350yrs_15d8+75_31_1010 Mastani, Defender


CloudGiantNE/G18ft_5,000lbs400yrs_17d8+10235_12__11 Skeinai, Fighter
CloudGiantNE/G18ft_5,000lbs400yrs_17d8+10235_12__11 Skeinai, Fighter


StormGiantCG21ft_12,000lbs_600yrs_19d8+11439_16__13 Unk
StormGiantCG21ft_12,000lbs_600yrs_19d8+11439_16__13 Unk


 
; Monsters of Faerun
 
 
Monsters of Faerun


Fog Giant_NE/G24ft_14,000lbs_500yrs_14d8+70_2913__8 Unk
Fog Giant_NE/G24ft_14,000lbs_500yrs_14d8+70_2913__8 Unk


 
; MMII
 
 
MMII


Firbolg_N_10ft_800lbs200yrs_15d8+90_3411__11 Unk
Firbolg_N_10ft_800lbs200yrs_15d8+90_3411__11 Unk


Formorian_NE13.5ft2,000lbs_150yrs_15d8+90_341111 Fomaori, Rogue
Formorian_NE13.5ft2,000lbs_150yrs_15d8+90_341111 Fomaori, Rogue


ForestGiant_N_18ft3,000lbs_200yrs_13d8+78_331411 Skealai, Ranger
ForestGiant_N_18ft3,000lbs_200yrs_13d8+78_331411 Skealai, Ranger


SunGiantN_16ft7,000lbs_400yrs_13d8+91_371512 Unk
SunGiantN_16ft7,000lbs_400yrs_13d8+91_371512 Unk


OceanGiantG_16ft4,000lbs_600yrs_18d8+1623911__19 Aquai, Druid
OceanGiantG_16ft4,000lbs_600yrs_18d8+1623911__19 Aquai, Druid


Mt GiantC_40ft_50,000lbs_100yrs_30d8+39043_6__26 Mongudge, Barbarian
Mt GiantC_40ft_50,000lbs_100yrs_30d8+39043_6__26 Mongudge, Barbarian


 
; MMIII
 
MMIII


DeathGiantNE15ft2,000lbs_Immortal_23d8+115341216 Unk
DeathGiantNE15ft2,000lbs_Immortal_23d8+115341216 Unk


Eldritch Giant_NE_25ft_13,000lbs3,000yrs25d8+2254218__15 Ehldrai, Wizard
Eldritch Giant_NE_25ft_13,000lbs3,000yrs25d8+2254218__15 Ehldrai, Wizard


SandGiant_LN12ft2,000lbs_250yrs_15d8+1422710__10 Unk
SandGiant_LN12ft2,000lbs_250yrs_15d8+1422710__10 Unk


== Horde Subtype ==
== Horde Subtype ==


A Horde is an expansion upon the Swarm subtype, meant for use with Small, Medium, and some Large creatures. A Horde is very dependent upon the characteristics of its component creatures, and Hordes are useful for simulating many different situations.
A Horde is an expansion upon the Swarm subtype, meant for use with Small, Medium, and some Large creatures. A Horde is very dependent upon the characteristics of its component creatures, and Hordes are useful for simulating many different situations.
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Hordes may be composed of unintelligent creatures, intelligent creatures, or may have a hive mind. Some examples of where a Horde might be of use are:
Hordes may be composed of unintelligent creatures, intelligent creatures, or may have a hive mind. Some examples of where a Horde might be of use are:


 
'''Herds''': Ah, herbivores, so little used and yet so full of potential. An individual cow is not threat, but a Horde of them equipped with a Trample attack is suddenly a menace to be avoided, especially if they start a panicky run in a random direction. This nicely simulates the effects of a panicked stampede in such a way that even mighty adventurers trapped in the path must respect.
'''Herds''': Ah, “harmless” herbivores, so little used and yet so full of potential. An individual cow is not threat, but a Horde of them equipped with a Trample attack is suddenly a menace to be avoided, especially if they start a panicky run in a random direction. This nicely simulates the effects of a panicked stampede in such a way that even mighty adventurers trapped in the path must respect.


'''Howling barbarians''': Only so many orcs in a tribe can have significant character levels before the limits of good sense are reached. But, combine dozens of howling orcs into a horde, and suddenly even potent adventurers can no longer ignore these previously inconsequential creatures, which nicely simulates the effects of massed numbers upon even potent characters.
'''Howling barbarians''': Only so many orcs in a tribe can have significant character levels before the limits of good sense are reached. But, combine dozens of howling orcs into a horde, and suddenly even potent adventurers can no longer ignore these previously inconsequential creatures, which nicely simulates the effects of massed numbers upon even potent characters.
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'''Crawling Horror''': A Horde of giant vermin should give the shivers down any adventurers back, just as a swarm of their smaller cousins used to. Giant bees, Giant Wasps, Giant Spiders, and Giant Ants all make excellent Hordes. Even worse, the inscrutable Formians just cry out for the Horde rules to make them a threat, and their hive mind makes it even more perfect indeed.
'''Crawling Horror''': A Horde of giant vermin should give the shivers down any adventurers back, just as a swarm of their smaller cousins used to. Giant bees, Giant Wasps, Giant Spiders, and Giant Ants all make excellent Hordes. Even worse, the inscrutable Formians just cry out for the Horde rules to make them a threat, and their hive mind makes it even more perfect indeed.


There are many other places where a mass of otherwise minor encounters may be effectively combined into a single entity. This allows the effects of sheer numbers to be quickly and easily emulated. No matter how powerful, any single man can be swamped and overpowered by dozens of co-ordinated and determined foes if he is not careful. The Horde rules allow for that, as well as the effects of military training and discipline, the effects of massed battle madness, the effects of stampedes, and many other effects.
There are many other places where a mass of otherwise minor encounters may be effectively combined into a single entity. This allows the effects of sheer numbers to be quickly and easily emulated. No matter how powerful, any single man can be swamped and overpowered by dozens of co-ordinated and determined foes if he is not careful. The Horde rules allow for that, as well as the effects of military training and discipline, the effects of massed battle madness, the effects of stampedes, and many other effects.


A Horde is a collection of Small, Medium, Large, or Huge creatures that acts as and is treated as a single creature. A Horde has the characteristics of its type, except as noted here. A Horde has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A Horde makes saving throws as a single creature. A single Horde occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 30 feet on a side, but its reach is based upon the component creatures and the equipment (if any) they are using. A Hordes maximum size is thus 36 squares.
A Horde is a collection of Small, Medium, Large, or Huge creatures that acts as and is treated as a single creature. A Horde has the characteristics of its type, except as noted here. A Horde has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A Horde makes saving throws as a single creature. A single Horde occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 30 feet on a side, but its reach is based upon the component creatures and the equipment (if any) they are using. A Hordes maximum size is thus 36 squares.


In order to attack, a Horde moves adjacent to an opponent’s space, which may provoke attacks of opportunity. It cannot occupy the same space as a creature of any size, subject to normal size rules for creatures smaller than itself. A Horde can move around squares occupied by enemies and vice versa without impediment, although the swarm may provoke an attack of opportunity if it does so. A horde can move through hallways, doorways, openings, or holes large enough for its component creatures.
In order to attack, a Horde moves adjacent to an opponent's space, which may provoke attacks of opportunity. It cannot occupy the same space as a creature of any size, subject to normal size rules for creatures smaller than itself. A Horde can move around squares occupied by enemies and vice versa without impediment, although the swarm may provoke an attack of opportunity if it does so. A horde can move through hallways, doorways, openings, or holes large enough for its component creatures.


A Horde of Small creatures consists of up to 100 nonflying creatures or 200 flying creatures. A Horde of Medium creatures consists of up to 50 nonflying creatures or 100 flying creatures. A Horde of Large creatures consists of up to 10 creatures, whether they are flying or not. A Horde of Huge creatures consists of up to 4 creatures, whether they are flying or not. Hordes of nonflying Small, Medium and Large creatures include more creatures than could normally fit in a 30-foot square based on their normal space, because creatures in a Horde are packed tightly together. Hordes usually have special training or abilities that allow them to do this and still be effective combatants.
A Horde of Small creatures consists of up to 100 nonflying creatures or 200 flying creatures. A Horde of Medium creatures consists of up to 50 nonflying creatures or 100 flying creatures. A Horde of Large creatures consists of up to 10 creatures, whether they are flying or not. A Horde of Huge creatures consists of up to 4 creatures, whether they are flying or not. Hordes of nonflying Small, Medium and Large creatures include more creatures than could normally fit in a 30-foot square based on their normal space, because creatures in a Horde are packed tightly together. Hordes usually have special training or abilities that allow them to do this and still be effective combatants.
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The area occupied by a Horde is completely shapeable, though the Horde usually remains in contiguous squares. As a rule of thumb, if a Horde does not have at least half its component creatures adjacent to one another at the end of three consecutive combat rounds, it may break into two smaller Hordes, or it may lose the wanderers and shrink in size.
The area occupied by a Horde is completely shapeable, though the Horde usually remains in contiguous squares. As a rule of thumb, if a Horde does not have at least half its component creatures adjacent to one another at the end of three consecutive combat rounds, it may break into two smaller Hordes, or it may lose the wanderers and shrink in size.


Traits: A Horde has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. (Individual creatures may be subject to such penalties, but see the blowthrough rules below) A disciplined Horde (usually referred to as a Phalanx) has one melee attack per ten feet of its edge, subject to its reach. Normally, disciplined Hordes have up to four melee attacks, if surrounded by foes. No more than one of these attacks can be directed at any one foe, unless the component creatures of the Horde have Reach. A Reach of ten feet or more allows up to three of a Hordes melee attacks to be directed at a single foe. A Disiplined Horde is usually not able to grapple unless it is specified in the Horde's description. Undisiplined Hordes (usually referred to as Rabble) have only one attack per round, but may start a grapple as a free action in addition to that attack. A Horde that is grappling a foe must leave at least one square of creatures in the same square as the creature being grappled, and may do damage, pin, move, etc the creature in all ways as a normal grapple. A Horde may grapple one medium size foe per every four squares in size it currently has. A Horde that is grappling takes no penalties for that grapple (it is more akin to swallowing whole than a traditional grapple) and may attack others and move or reshape itself at will. Also similar to a swallow whole, the grappled character may free themselves by doing enough damage to the Horde to invoke the blowthrough rule. This is in addition to the traditional ways to escape a grapple attack.
'''Traits''': A Horde has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. (Individual creatures may be subject to such penalties, but see the blowthrough rules below) A disciplined Horde (usually referred to as a Phalanx) has one melee attack per ten feet of its edge, subject to its reach. Normally, disciplined Hordes have up to four melee attacks, if surrounded by foes. No more than one of these attacks can be directed at any one foe, unless the component creatures of the Horde have Reach. A Reach of ten feet or more allows up to three of a Hordes melee attacks to be directed at a single foe. A Disiplined Horde is usually not able to grapple unless it is specified in the Horde's description. Undisiplined Hordes (usually referred to as Rabble) have only one attack per round, but may start a grapple as a free action in addition to that attack. A Horde that is grappling a foe must leave at least one square of creatures in the same square as the creature being grappled, and may do damage, pin, move, etc the creature in all ways as a normal grapple. A Horde may grapple one medium size foe per every four squares in size it currently has. A Horde that is grappling takes no penalties for that grapple (it is more akin to swallowing whole than a traditional grapple) and may attack others and move or reshape itself at will. Also similar to a swallow whole, the grappled character may free themselves by doing enough damage to the Horde to invoke the blowthrough rule. This is in addition to the traditional ways to escape a grapple attack.


Reducing a Horde to 0 hit points or lower causes it to break up, leaving two thirds or more of its component creatures behind as dead bodies, while the rest scatter and flee. Damage inflicted until that point does not degrade a Hordes ability to attack or resist attack. Hordes are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, although they can grapple an opponent, often as a free action, depending upon the Horde.
Reducing a Horde to 0 hit points or lower causes it to break up, leaving two thirds or more of its component creatures behind as dead bodies, while the rest scatter and flee. Damage inflicted until that point does not degrade a Hordes ability to attack or resist attack. Hordes are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, although they can grapple an opponent, often as a free action, depending upon the Horde.


A Horde is partially immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the Horde has an Intelligence score and a hive mind. This immunity is simple and has a descriptive name: blowthrough. A single attack can inflict damage to the Horde no greater than the average hit points of one of the component creatures, as the massive attack “blows through” the unfortunate horde member, killing it dead, but doing no further harm. A Frenzied Barbarian can power attack a Horde as hard as she wants, and no matter how much damage each swing does, no more than one component creature can be killed by each attack. If a melee attack affects more than one square, the damage inflictable is doubled, no matter how many squares it affects. To counter this partial immunity, an attacking character with the cleave line of feats may gain extra attacks upon the Horde each time blowthrough is called upon. In such a way, a potent warrior can carve up a Horde rather effectively.
A Horde is partially immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the Horde has an Intelligence score and a hive mind. This immunity is simple and has a descriptive name: blowthrough. A single attack can inflict damage to the Horde no greater than the average hit points of one of the component creatures, as the massive attack the unfortunate horde member, killing it dead, but doing no further harm. A Frenzied Barbarian can power attack a Horde as hard as she wants, and no matter how much damage each swing does, no more than one component creature can be killed by each attack. If a melee attack affects more than one square, the damage inflictable is doubled, no matter how many squares it affects. To counter this partial immunity, an attacking character with the cleave line of feats may gain extra attacks upon the Horde each time blowthrough is called upon. In such a way, a potent warrior can carve up a Horde rather effectively.


Further, a Horde takes extra damage from spells or effects that affect an area, such as splash weapons and many evocation spells. When such an attack is targeted upon a Horde, note the exact shape the Horde is in, then calculate the area of the spell. For each nine squares of the Horde that is in the area of effect, it takes full damage with no saving throw, with a minimum damage equal to the full spell effect. A carefully used lightning bolt or fireball can hurt a Horde badly, and spells with large areas of effect such as meteor swarm are extremely deadly against Hordes.
Further, a Horde takes extra damage from spells or effects that affect an area, such as splash weapons and many evocation spells. When such an attack is targeted upon a Horde, note the exact shape the Horde is in, then calculate the area of the spell. For each nine squares of the Horde that is in the area of effect, it takes full damage with no saving throw, with a minimum damage equal to the full spell effect. A carefully used lightning bolt or fireball can hurt a Horde badly, and spells with large areas of effect such as meteor swarm are extremely deadly against Hordes.
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A Horde rendered unconscious by means of nonlethal damage becomes disorganized and disperses, and depending upon the component creatures, may flee or reform. If so inclined, it cannot reform until its hit points exceed its nonlethal damage.
A Horde rendered unconscious by means of nonlethal damage becomes disorganized and disperses, and depending upon the component creatures, may flee or reform. If so inclined, it cannot reform until its hit points exceed its nonlethal damage.


Horde attacks: Hordes usually get a melee attack based upon the weaponry of the base creatures, with the BAB and other modifiers for the Hordes full hit dice calculated in. This simulates the many, many attacks being made and the few “lucky hits” that mass rolls will generate.
'''Horde attacks''': Hordes usually get a melee attack based upon the weaponry of the base creatures, with the BAB and other modifiers for the Hordes full hit dice calculated in. This simulates the many, many attacks being made and the few that mass rolls will generate.


If a Horde is equipped with a majority of reach weapons, the Horde is considered to threaten all hexes adjacent to it up to the maximum reach of the weapons, ignoring any minimum reach requirements the weapons may usually have. This simulates the component beings in the rear ranks using the reach as well.
If a Horde is equipped with a majority of reach weapons, the Horde is considered to threaten all hexes adjacent to it up to the maximum reach of the weapons, ignoring any minimum reach requirements the weapons may usually have. This simulates the component beings in the rear ranks using the reach as well.


If a Horde has ranged weapons, it gains one ranged attack per round using the range modifier of the weapons the horde is equipped with. It does the full ranged attack damage to an area 15 feet by 15 feet, and has to roll to hit that area (usually AC10) rather than roll against the creatures inside the area. All creatures inside the area attacked take damage with no save similar to a trample. DR, ER, and spell resistance may provide protection as normal. This powerfully simulates the “storm of arrows” effect, and is a reason to treat Hordes with respect, as a ranged trample against AC10 with no counter is potent indeed.
If a Horde has ranged weapons, it gains one ranged attack per round using the range modifier of the weapons the horde is equipped with. It does the full ranged attack damage to an area 15 feet by 15 feet, and has to roll to hit that area (usually AC10) rather than roll against the creatures inside the area. All creatures inside the area attacked take damage with no save similar to a trample. DR, ER, and spell resistance may provide protection as normal. This powerfully simulates the "storm of effect, and is a reason to treat Hordes with respect, as a ranged trample against AC10 with no counter is potent indeed.


If a Horde has a large (cone dragon style) breath weapon, the damage is figured as if a single average component creature were breathing alone and then that damage is applied to all squares around the Horde out to the maximum range of the component creatures breath weapon. If a Horde has a small breath weapon, such as an Iron Golems poison breath or a lightning bolt, then two such effects originate on each side of the Horde, if it so desires, and are directed normally. The maximum number of such effects cannot be more than the number of component creatures.
If a Horde has a large (cone dragon style) breath weapon, the damage is figured as if a single average component creature were breathing alone and then that damage is applied to all squares around the Horde out to the maximum range of the component creatures breath weapon. If a Horde has a small breath weapon, such as an Iron Golems poison breath or a lightning bolt, then two such effects originate on each side of the Horde, if it so desires, and are directed normally. The maximum number of such effects cannot be more than the number of component creatures.


If a Horde is built of creatures that have a gaze attack, it may use one such effect per facing each round it elects to use its gaze attacks. If a flying Horde has a breath or gaze attack, it may also use such effects on it’s upper and lower facings.
If a Horde is built of creatures that have a gaze attack, it may use one such effect per facing each round it elects to use its gaze attacks. If a flying Horde has a breath or gaze attack, it may also use such effects on it's upper and lower facings.


If a Horde has touch attacks, they are applied normally to each of the Hordes melee attacks.
If a Horde has touch attacks, they are applied normally to each of the Hordes melee attacks.


In all cases, the save DC is calculated as if a single component creature of the Hordes total hit dice was using such magical attacks. Saving against a Horde is difficult, to put it mildly, and these DC’s should be carefully monitored in the case of Undead Hordes and other Hordes with potent touch attacks.
In all cases, the save DC is calculated as if a single component creature of the Hordes total hit dice was using such magical attacks. Saving against a Horde is difficult, and these DC's should be carefully monitored in the case of Undead Hordes and other Hordes with potent touch attacks.


If a Horde has an unusual movement type(burrow, climb, brachiation, swim, etc), its CR is increased by 2. If a Horde has flight, its CR is modified by the maneuverability of the component creatures. Clumsy is -3, Poor maneuverability is -2, Average is -1, Good is +1 and perfect is +3CR. A Horde with clumsy, poor, or average maneuverability risks losing members every time it makes a flying turn or does any other manuever. A Clumsy horde loses a member per maneuver on a D10 roll of 1-3. A Poor maneuverability horde loses a member per maneuver on a D10 roll of 1-2. An Average maneuverability horde loses a member per maneuver on a D10 roll of 1. Good or perfect maneuverability Hordes exhibit uncanny aerial grace, and are astonishingly deadly foes.
If a Horde has an unusual movement type (burrow, climb, brachiation, swim, etc), its CR is increased by 2. If a Horde has flight, its CR is modified by the maneuverability of the component creatures. Clumsy is -3, Poor maneuverability is -2, Average is -1, Good is +1 and perfect is +3CR. A Horde with clumsy, poor, or average maneuverability risks losing members every time it makes a flying turn or does any other manuever. A Clumsy horde loses a member per maneuver on a D10 roll of 1-3. A Poor maneuverability horde loses a member per maneuver on a D10 roll of 1-2. An Average maneuverability horde loses a member per maneuver on a D10 roll of 1. Good or perfect maneuverability Hordes exhibit uncanny aerial grace, and are astonishingly deadly foes.


A Horde may include other willing monsters inside it. Thus, a Horde of Imperial Troopers may include a wizard and three clerics, or a horde of mummies may include a lich. The Horde arranges itself so that there is a space within it to accommodate such add-ons. A monster so meshed with a Horde cannot be melee attacked until the Horde loses members sufficient to expose it to an open edge. Ranged attacks may still be effective.
A Horde may include other willing monsters inside it. Thus, a Horde of Imperial Troopers may include a wizard and three clerics, or a horde of mummies may include a lich. The Horde arranges itself so that there is a space within it to accommodate such add-ons. A monster so meshed with a Horde cannot be melee attacked until the Horde loses members sufficient to expose it to an open edge. Ranged attacks may still be effective.
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A Horde can hold one such extra monster per nine squares it posseses.
A Horde can hold one such extra monster per nine squares it posseses.


=== Sample Hordes: ===


==== Horde of Shadows ====
Colossal Undead


Hit Dice: 300d12 (1950hp)


Initiative: -6


== Sample Hordes: ==
Speed: Fly 30 ft. (Good) (6 squares)


Armor Class: 13, touch 12, flat-footed 13


Base Attack/Grapple: +47/+53


=== Horde of Shadows ===
Attack: Incorporeal Claw +45, 1-6 Str


Full Attack: Up to four Incorporeal Claw, 1-6 str each, no more than one per ten feet of facing


Colossal Undead
Hit Dice: 300d12 (1950hp)
Initiative: -6
Speed: Fly 30 ft. (Good) (6 squares)
Armor Class: 13, touch 12, flat-footed 13
Base Attack/Grapple: +47/+53
Attack: Incorporeal Claw +45, 1-6 Str
Full Attack: Up to four Incorporeal Claw, 1-6 str each, no more than one per ten feet of facing
Space/Reach: 30x30 feet/5 feet
Space/Reach: 30x30 feet/5 feet
Special Attacks: free grapples, Strength Drain, Create Spawn, Fear Aura
Special Attacks: free grapples, Strength Drain, Create Spawn, Fear Aura
Special Qualities: Darkvision 60 ft, Incorporeal traits, +2 turn resist, Undead traits, Horde traits
Special Qualities: Darkvision 60 ft, Incorporeal traits, +2 turn resist, Undead traits, Horde traits
Saves: Fort +38, Ref +39, Will +46
Saves: Fort +38, Ref +39, Will +46
Abilities: Str 24, Dex 16, Con -, Int 8, Wis 10, Cha 10
Abilities: Str 24, Dex 16, Con -, Int 8, Wis 10, Cha 10
Skills: Listen +10, Spot +10, Hide +38*
Skills: Listen +10, Spot +10, Hide +38*
Feats: Alertness, Dodge
Feats: Alertness, Dodge
Environment: Any
Environment: Any
Organization: Horde
Organization: Horde
Challenge Rating: 28
Challenge Rating: 28
Treasure: Usually none, but may be guarding something good.
Treasure: Usually none, but may be guarding something good.
Alignment: Chaotic Evil
Alignment: Chaotic Evil
Advancement: 301-900HD
Advancement: 301-900HD
Level Adjustment: —


Level Adjustment: -


A Shadow Horde Is an incredibly dangerous entity, usually created by some massively powerful and vile ritual for some specific purpose. If a Shadow Horde escapes the bounds of its making, a reign of deadly darkness follows in its wake as it slaughters every living thing in its path, creating massive swarms of single shadows in its wake. Indeed, if even one of a shadow horde escapes, it can quickly recreate the entire horde by slaying the living and absorbing the shadows until it reaches full strength again. This unstoppable evil quality makes shadow hordes nightmarish opponents.
A Shadow Horde Is an incredibly dangerous entity, usually created by some massively powerful and vile ritual for some specific purpose. If a Shadow Horde escapes the bounds of its making, a reign of deadly darkness follows in its wake as it slaughters every living thing in its path, creating massive swarms of single shadows in its wake. Indeed, if even one of a shadow horde escapes, it can quickly recreate the entire horde by slaying the living and absorbing the shadows until it reaches full strength again. This unstoppable evil quality makes shadow hordes nightmarish opponents.
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'''Grapple''': As a Chaotic Horde, a Shadow Horde can grapple one creature per nine squares of its area. as a free action. This counts as a free touch attack and all creatures grappled lose 1-6 points of Strength per round.
'''Grapple''': As a Chaotic Horde, a Shadow Horde can grapple one creature per nine squares of its area. as a free action. This counts as a free touch attack and all creatures grappled lose 1-6 points of Strength per round.


'''Fear Aura''': Once each round, foes must make a save against Fear as if the Shadow Horde was an Ancient Black Dragon. The ability takes effect automatically whenever the Horde attacks, charges, or flies overhead. Creatures within a radius of 270 feet are subject to the effect if they have fewer HD than the Horde. A potentially affected creature that succeeds on a Will save (DC 28) remains immune to that Horde’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
'''Fear Aura''': Once each round, foes must make a save against Fear as if the Shadow Horde was an Ancient Black Dragon. The ability takes effect automatically whenever the Horde attacks, charges, or flies overhead. Creatures within a radius of 270 feet are subject to the effect if they have fewer HD than the Horde. A potentially affected creature that succeeds on a Will save (DC 28) remains immune to that Horde's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.


'''Skills''': Shadow Hordes have a +4 racial bonus on Listen, Search, and Spot checks.
'''Skills''': Shadow Hordes have a +4 racial bonus on Listen, Search, and Spot checks.

Latest revision as of 11:23, 3 June 2020