Hordling
| Statistic | Value |
|---|---|
| Size/Type | Small Magical Beast |
| Hit Dice | 1d10 (5 hp) |
| Initiative | +0 |
| Speed | 50 ft. (10 squares) |
| Armor Class | 15 (+1 size, +4 natural), touch 11, flat-footed 15 |
| Base Attack/Grapple | +1/+0 |
| Attack | Bite +4 melee (1d4+4) |
| Full Attack | Bite +4 melee (1d4+4) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Attach, ferocity |
| Special Qualities | Darkvision 60 ft., low-light vision, scent |
| Saves | Fort +2, Ref +2, Will +1 |
| Abilities | Str 16, Dex 11, Con 10, Int 2, Wis 12, Cha 1 |
| Skills | Jump +4, Listen +2, Spot +2, Survival +2 |
| Feats | Power Attack |
| Environment | Warm desert |
| Organization | Pack (10–50), drove (50–200), or horde (200–1,000) |
| Challenge Rating | 1 |
| Treasure | None |
| Alignment | Always chaotic evil |
| Advancement | 2–3 HD (Medium) |
| Level Adjustment | ― |
Description
This ugly, almost hyena-like beast has a powerful body that tapers down from front to back. It is dark-hued, with a fang-lined jaw, beady eyes, a coarse, spiny coat, inadequate hind legs, and a limp tail.
These howling, jabbering abominations were created in the heart of chaos and exist only to consume. Hordling packs relentlessly haunt the barren lands, looking for any creatures to eat, regardless of how small or pitiful a meal they may provide.
As creatures go, hordlings are both revolting and terrifying to behold. Their tapered, fang-filled maws dominate their over-large heads. Small, beady eyes are set atop the head, with inadequate ear holes just behind. The body tapers from front to back, with powerful front shoulders and peculiarly small hammocks. Thick plates of cartilage along the back provide protection to the neck and back, favorite targets of rivals.
Hordlings are covered with a dark, spiny fur that is often tattered, patchy, and covered in dirt. A pathetic looking tail, bearing a small tuft at the end, drags along behind the creature. Almost every hordling is born with irregularities and deformations to their body, but any handicapped individuals are quickly weeded out of the packs at an early age.
When their numbers grow too great for the land to support, the hordling instinctively form great hordes and advance out of their lands destroying all in their path. Ravenous beyond measure, these hordes will flow forth without stopping to rest. They will not cease advancing until nearly all are slain or have starved to death. Fortunately, major incursions of this type are quite rare, only happening once every few centuries. More often their numbers are culled by constant fights between the packs.
Combat
The hordlings attack en masse, with the front ranks biting down to hold the prey while the remainder of the pack closes in to tear off swaths of flesh.
Attach (Ex): A hordling that hits with its bite attack latches onto the opponent's body with its powerful jaws and automatically deals bite damage each round it remains attached.
An attached hordling can be struck with a weapon or grappled itself. To remove an attached hordling through grappling, the opponent must achieve a pin against the creature.
Ferocity (Ex): A hordling is such a tenacious opponent that it continues to fight without penalty even when disabled or dying.
Also in this section of the source
Hydra, Chimerical
Author: Robert J. Hall.
Huge Magical Beast (Chaotic)
This great, reptilian beast has a powerful body, long tail, and a number of heads at the end of long necks. Each of the heads and necks has a different hue and appearance.
Although named for a creature with the heads of different creatures, a chimerical hydra is the by-product of raw, chaotic energies that have warped the form of a hydra in a strange manner. How this came to pass is a mystery, but the power that produced this monstrosity must be formidable indeed.
Each head of a chimerical hydra bears a different coloration pattern and possesses a unique breath weapon. The remainder of the body is oddly formed, with irregular bulges, pits, striations, varying textures, and mismatched limbs and necks. The tail is a strange bundle of tentacles of different hues, lengths, and shapes.
A chimerical hydra is identical to a standard hydra, except as noted below.
Special Attacks: Breath weapon.
Breath Weapon (Ex): The breath weapon of a chimerical hydra's head depends on the head color, as summarized on the table below. Regardless of its type, a chimerical hydra's breath weapon is usable once every 1d4 rounds. Most breath weapons allow either a Reflex or a Fortitude save. The DC for the save against each breath weapon is 10 + ½ chimerical hydra's original number of heads + chimerical hydra's Con modifier.
To randomly determine the color and breath weapon for a chimerical hydra's heads, roll 1d12 for each head and consult the table below.
| 1d12 | Color | Breath Weapon |
|---|---|---|
| 1 | Rust | Jet of flame 20-feet long, 10 feet wide and 10 feet high, deals 3d6 points of fire damage, Reflex half. |
| 2 | Purple | Jet of frost 20-feet long, 10 feet wide, and 10 feet high, deals 3d6 points of cold damage, Reflex half. |
| 3 | Black | Cloud of poisonous gas lasting 1 round, 20-foot cone, initial and secondary damage 1d4 Str, Fortitude negates. |
| 4 | Ochre | Cloud of blinding dust lasting 1 round, 30-foot cone, blinded for 1d4 rounds, Reflex negates. |
| 5 | Tan | Jet of acid, 20-feet long, 10 feet wide, and 10 feet tall, deals 1d10 points of acid damage, Reflex half. |
| 6 | Blue | Cloud of solid fog, 30-foot cone, lasts 2 rounds. This ability is equivalent of a 5th-level spell. |
| 7 | Ochre | Line of lightning, 30 feet long and 5 feet in diameter, deals 2d8 points of electrical damage, Reflex half. |
| 8 | White | Cloud of steam, 10-foot long, deals 2d6 points of fire damage, Reflex half. |
| 9 | Gray | Cloud of dust and grit, 15-foot long, deals 1d8 points of slashing damage, Reflex half. |
| 10 | Olive | Jet of stinking gas, 20-feet long, 10 feet wide, 10 feet high, nauseated for 1d3 rounds, Fortitude negates. |
| 11 | Yellow | Cloud of sparkling motes, 20-foot cone, dispel magic in area as the spell. (Caster level equals Hydra HD). |
| 12 | Cyan | Blast of sound, 30-foot cone, 3d6 points of non-lethal damage, Reflex half. |
Challenge Rating: A chimerical hydra has the same challenge rating as a pyrohydra or cryohydra with the same number of original heads.