Monsters:
Horde (Template)
 
 
By: Arjan Wardekker
Type: Template
Difficulty: CR +0
Game: Dungeons & Dragons (D&D)

Horde (Template)

A horde is a large group of creatures that travel together to hunt, plunder, or wage war, or for safety or general social purposes.

Creating a Horde:
The "Horde" template can be added to any creature (hereafter referred to as the base creature) in order to represent a large group of such individuals. The Horde template can be added to any creature, but it works best for large groups of carnivores, monsters, soldiers, or other potentially combatant creatures. The main intent of this template is to simplify combat with large groups of creatures. Some Hordes are more appropriately called "packs", "mobs", "regiments", "armies", etc.

Hordes can be comprised of several differnent types of base creatures. There are two ways to represent this:
- Treat the different types of base creatures as multiple Hordes, one for each type of creature.
- Use the statistics of an "average Horde base creature" by taking the weighed average of the statistics of the base creatures (rounded down).

Hordes have the same statistics and abilities as the base creature, except as noted below.

Hit Dice / Hit Points: The Horde counts as having the same amount of Hit Dice as the base creature. However, the amount of hit points equals the total amount of hit points of its comprising creatures combined.
Damage dealt to the Horde not spread evenly, but assumed to reduce the number of individuals. E.g. if group consisting of 8 hp individuals is dealt 24 damage, reduce the number of individuals by 2 and remain with 4 damage. The next 4 damage will kill another individual.

Attack and damage: The Horde has the same attacks as the base creature, but damage is calculated as if a number (max. 9 - 1 per size category above Medium) of the composing creatures had dealt average damage. A Horde cannot deal critical hits (Luck in Numbers replaces this).

Space/Reach: The Horde takes up as much space as its composing creatures would, but may compact to half that size. The Horde has the same reach as the base creature, and can attack anything at that range from the area of its composing creatures.

Special Attacks: A Horde has all of the special attacks of the base creature, plus the following:

Luck in Numbers (Ex): In large groups, someone is bound to score a hit. For each 20 individuals it has, as a free action, the Horde can make one standard attack (its basic attack) that automatically hits and deals as much damage as a normal attack by the base creature. If the Horde receives more than one such attack and has multiple basic attacks (see e.g. the Regiment of Dwarven Warriors below), the Luck in Numbers attacks don't need to be the same type of attack.

Special Qualities: A Horde has all of the special qualities of the base creature, plus the following:

Multiplicity (Ex): The Horde is immune to any effects that do not cause hit point damage or effectively disable a target. In the case of disabling spells (e.g. hold person, slay living, dominate, etc.) these spells affect individuals in the Horde, and as such the Horde's amount of hit points and possibly the amount of damage and Luck in Numbers attacks.
Any single-target attack against a Horde can do a maximum of damage equal to the hit points of a base creature, killing that individual. In that case, abilities such as the Cleave feat may be used. This damage limitation does not apply to area attacks (e.g. Fireball or Whirlwind Attack), multiple-target attacks (e.g. Magic Missile), and averaged group attacks (e.g. an attack by another Horde).

Area Vulnerability (Ex): Hordes are very vulnerable to area effects. They receive double hit point damage from any such effect.

Morale (Ex): When a Horde composed of living creatures is reduced to half of its original size, it is allowed a Will save DC 15. Should the check fail, the Horde's members scatter and flee. Further halvations also require this check, with a cummulative +5 modifier to the DC (e.g. DC 20 at a quarter of its original size, DC 25 at an eighth, etc.)
Any clearly noticable and important or dangerous figure (such as a dangerous monster, adventurer or leader, but not a common horde member, companion, or hidden or otherwise unnoticable creature), may take a standard action to influence this check. This figure is allowed a Bluff, Diplomacy, Intimidate, or general charisma check, each 10 points of result increasing or decreasing the Horde's Will save by 1 point. Only one increasing and one decreasing check is allowed, but others may assist.

Organization: Not applicable.

Advancement: By adding more individuals.

Challenge Rating: Same as the combination of the base creatures; +0 due to the template itself.


Example Hordes (changes due to the template are in italic):

Horde of Elephants (24 individuals)
Huge Animal (Horde)
Hit Dice: 11d8+55 (104 hp each, 2496 hp in total)
Initiative: +0
Speed: 40 ft. (8 squares)
AC: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +8/+26
Attack: Gore +16 melee (7 times 24 damage)
Full Attack: Slam +16 melee (7 times 17 damage) and 2 stamps +11 melee (7 times 13 damage); or gore +16 melee (7 times 24 damage)
Space/Reach: 20 times 15 ft./10 ft.
Special Attacks: Trample 2d8+15, Luck in Numbers
Special Qualities: Low-light vision, Scent, Multiplicity, Area Vulnerability, Morale
Saves: Fort +12, Ref +7, Will +6
Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +12, Spot +10
Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen)
Climate/Terrain: Warm plains
Organisation: n/a
Challenge Rating: 16
Treasure: None
Alignment: Always neutral
Advancement: By adding more individuals
Level Adjustment: -

Combat
Trample (Ex): Reflex half DC 25. The save DC is Strength-based.
Luck in Numbers (Ex): The Horde of elephants can make 1 Gore attack (2d8+15 damage) that automatically hits, as a free action each round.
Multiplicity (Ex): (see above)
Area Vulnerability (Ex): (see above)
Morale (Ex): (see above)

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Regiment of Dwarven Warriors (100 individuals, 1st level Warriors)
Medium Humanoid (Dwarf, Horde)
Hit Dice: 1d8+2 (6 hp each, 600 hp in total)
Initiative: +0
Speed: 20 ft. in scale mail (4 squares); base speed 20 ft.
AC: 16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Dwarven waraxe +3 melee (9 times 5.5 damage) or shortbow +1 ranged (9 times 3.5 damage)
Full Attack: Dwarven waraxe +3 melee (9 times 5.5 damage) or shortbow +1 ranged (9 times 3.5 damage)
Space/Reach: 100 times 5 ft./5 ft.
Special Attacks: Dwarf Traits, Luck in Numbers
Special Qualities: Darkvision 60 ft., Dwarf Traits, Multiplicity, Area Vulnerability, Morale
Saves: Fort +4*, Ref +0*, Will -1*
Abilities: Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6
Skills: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2
Feats: Weapon Focus (dwarven waraxe)
Climate/Terrain: Temperate mountains (Deep: Underground)
Organisation: n/a
Challenge Rating: 11
Treasure: Standard coins; double goods; standard items
Alignment: Often lawful good (Deep: Usually lawful neutral or neutral)
Advancement: By adding more individuals
Level Adjustment: -

Combat
Dwarf Traits (Ex): (Common dwarven racial traits).
Luck in Numbers (Ex): The Horde of Dwarven warriors can make 5 attacks with Dwarven Waraxe (1d10+1 damage) or shortbow (1d6 damage) that automatically hit, as a free action each round.
Multiplicity (Ex): (see above)
Area Vulnerability (Ex): (see above)
Morale (Ex): (see above)

Licensing:
This material is distributed under the Open Game License Version 1.0a (view a copy of the license). All of this material is designated as Open Game Content, in accordance with Section 1(d) of the Open Game License, Version 1.0a.

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