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Published by Spicy Mutton Inn, 2020-12-12 17:34:17

The Book of Hordes _ GM Binder

The Book of Hordes _ GM Binder

The Book of Hordes

The Book of Hordes

by /u/aeyana

Preface Using this Book

The Book of Hordes is a monster and military supplement The mechanics and monsters presented in this book are
created to streamline large-scale battles. meant for use by DMs who wish to introduce larger-scale,
grand battles, without the hassle of tracking a score of hit
The contents of this compendium are intended to be points and turns. Running monsters as hordes allows for
balanced for play in a regular Dungeons and Dragons Fifth faster, more simple turns, without the micro-managing
Edition group. required for fighting a large group of individual monsters.

Art Credits This simplifies the combat two-fold. First, DMs have less
things to track, and can focus their attention on the
Fallen City: Jaromir Hrivnac.................................................Front storytelling and world-building.
Duel: QuintusCassius.....................................................................4
After Shock Wind Event: Eedenartwork..................................6 Second, the players no longer have to micro-manage enemy
The Angry Mob: Odinoir...............................................................7 targeting, and are presented with a dynamic and interesting
Human Zombie Horde: texahol..................................................8 foe, all while not being entirely overwhelmed through sheer
Army of the Dead: T-RexJones.....................................................9 numbers in action economy.
Rise of The Horde Sarnuk: Stanton Feng.............................10
Hobgoblin, 4e Monster Manual: Steve Prescott..................11 Commanders
Yeenoghu's Hordes: Chris Campbell (Skeeziks)...................12 The "Commanders" section of this book presents mechanics
Army: WhoAmI01.........................................................................13 that can be attached to regular monsters that do not fit into
Wolves & Trees: Donovan Valdes.............................................14 hordes, but that the DM still wishes to influence the horde in
The Great Banner: Timothée MATHON.................................15 some way. These mechanics are simple and generally
Very Fluffy: Dominik Mayer.......................................................16 universal, and can be made to function with a variety of
different monsters. Each horde in the "Hordes" section also
Table of Contents suggests a few creatures that typically serve as commanders
for such hordes.
Commanders ............................................................................4
Hordes ..........................................................................................5 A variety of methods to depose a commander are also
Optional Rules..................................................................................6 listed, to provide DMs with inspiration and guidelines if the
Mobs ....................................................................................................7 players decide they would rather not face a horde head-on.
The Undead.......................................................................................8 Hordes
Orcs ...................................................................................................10 The "Hordes" section presents the rules for turning a group
Hobgoblin ........................................................................................ 11 of monsters into a single horde, and provides nine example
Gnolls ............................................................................................... 12 hordes. These examples are ready for use in combat, but also
Armies ..............................................................................................13 are presented as guides to help DMs create their own unique
Beasts ...............................................................................................14 hordes, using other creatures.
Player Options..................................................................15
Magic Items.....................................................................................15  
Training Hordes.............................................................................17
Other Formats
ON THE COVER
This book can be found in PDF format.
A king approaches the walls of a sacked city. Discussion and feedback about the book can be
 
First Release: 25 March, 2019 found on Reddit.
Updated: 15 January, 2020 The contents of this book can also be integrated

with various systems, as detailed below.

CritterDB

These monster statistics were made in CritterDB.
This bestiary can be copied and adjusted to create
custom hordes.

Avrae Integration

For players and DMs who play D&D over Discord,
the monster statistics in this book can be loaded
into the Avrae bot by following the commands in
the CritterDB link. The magic items in this book
can be accessed in Avrae by subscribing to this
pack.

Commanders Optional Rule: Coup D'état

In combat, hordes are often accompanied by powerful In order to remain in command, a commander
individuals which serve to direct and empower the horde by must maintain its authority over the horde.
serving as a commmander. These creatures should roll Conversely, a commander that loses the trust or
initiative as individuals. respect of the horde will find its control slipping
away. When confronting a horde and commander,
Commander Eligibility there are many methods to bring about a
The role of a commander is typically assigned to a creature commander's fall from grace.
that bears similarities to the horde it commands, but
exemplifies itself in some factor. This factor can vary Arcane Intervention. Some commanders maintain
depending on the horde being commanded; some creatures control over a horde through arcane means, either
will band together under the strongest champion, while with powerful enchantments or through conjured
others will follow the wisest tactician. Generally, combat servants. An arcane commander's grasp can be
prowess and charisma are used to determine the eligibility of shaken by use of magic-removal spells, or by
a commander. inflicting an even more powerful enchantment
upon the horde. Alternatively, an enchantment
Examples of such creatures include the orc war chief, could be placed on the commander, thereby using
hobgoblin captain, hobgoblin warlord, and knight, among the commander's influence to exert control the
many others. These creatures typically possess the horde indirectly.
Leadership action, or otherwise have some method of
inspiring or rallying a horde. Bribery. A commander who controls a horde
through coin can just as easily be outbid. A
Commander Features sufficient show of money or promise of wealth can
While a commander is within 60 feet of a horde it sway a horde's allegiance.
commands, the commander can take 1 legendary action,
choosing from the options below, at the end of another Character Assassination. For a commander that
creature's turn. The commander regains the spent legendary derives its authority through charisma, smears and
action at the start of its turn. denigration of the commander's character can be
used to weaken its authority over a horde.
Attack. The commander and the horde both make one Attempts to slander the commander's name will
weapon attack. naturally not go unchallenged, and may result in a
Charge. The commander and the horde both move up to contested skill check involving a Charisma skill
their speed. between the commander and slanderer. Depending
Rally. The horde gains temporary hit points equal to the on the horde's initial opinion of the commander,
commander's CR plus the commander's Charisma this check may be made at advantage on the
modifier (minimum of one). commander's part, at disadvantage on the
slanderer's part, or with both.

Single Combat. For a commander that derives its
authority through combat prowess, a challenge of
single combat may be sufficient to shake a horde's
respect for its commander. In order to supplant a
commander and take control of the horde, the
commander must be bested in single combat.
Certain hordes may specify certain sets of rules to
be upheld, and may take deep offense to any
violation of these rules.

BOOK OF HORDES

4

Hordes Horde Features
A horde of creatures retains most of the abilities of its
Often, combat involving a large number of combatants can individual creatures, and gains the following abilities:
become messy, time consuming, and difficult to run and
track. The rules for hordes established here serve to mitigate Hit Points. The horde's hit points should be roughly equal
these issues, by grouping similar creatures into a single unit, to 12 × the hit points of an individual monster.
allowing the DM to track fewer turns and pools of hit points.
Ability Score Increase. The horde's Strength score
When an encounter would otherwise involve a large increases by 6.
number of similar or identical creatures, a single horde can
be used to replace them. Challenge Rating. The horde's challenge rating is
Horde Eligibility determined by its damage output and hit points. Reference
The system for hordes requires certain conditions for the the Dungeon Master's Guide (p. 273) for more information
creatures that compose a horde in order to function on calculating a monster's challenge rating.
optimally. The conditions for these creatures are presented in
alphabetical order. Conditional Immunities. The horde gains immunity to the
following conditions: charmed, frightened, grappled,
Homogeneity paralyzed, poisoned, petrified, prone, restrained, stunned, and
unconscious.
The hordes presented here are meant to represent groups of
identical creatures, working as a collective. As such, making Horde. The horde can occupy another creature's space and
a single horde represent a varied group of creatures can lead vice versa, and the horde can move through any opening
to complications. This is to maintain the mechanical large enough for an individual creature within the horde.
simplicity of the horde, and to keep it simple for DMs to use. Additionally, the horde is immune to any spell or effect that
would alter its form.
With careful consideration, this rule can be lifted, so long
as the mechanical simplicity of the horde is maintained. Reactive. The horde can take one reaction on every turn
in combat.
Mindset
Multiattack. The horde makes four attacks, or two attacks
Not all creatures lend themselves well to working in groups. if the horde has half its hit points or fewer. If the individual
While a horde of berserkers may be able to rampage happily creatures in a horde originally had the Multiattack action, the
together, a group of spies would likely not function as well horde does not gain the individual's Multiattack action.
working as a horde as they would working as individuals.
Thus, hordes should consist of creatures that benefit from Optional Features
working as a unit, and that have the capacity to do so.
Some hordes can get the following features as well.
Size Stampede. When the horde moves through the space of a

The hordes presented here are meant to represent a large creature that is no more than one size larger than an
number creatures working as a collective. individual member of the horde, it must succeed on a
Strength saving throw or be knocked prone. The DC of this
A horde of Small or Medium creatures is sized as saving throw is equal to 8 + the horde's proficiency bonus +
Gargantuan, taking up a 20 foot by 20 foot area on a map. the horde's Strength modifier. For example, a horde of
This size accommodates up to 16 Medium creatures, without Medium orcs can trample a Large dire wolf.
overlap. Thus, hordes of Small or Medium creatures should
represent no more than 16 individual creatures. Area of Effect Attack. Each creature of the horde's choice
within the horde's space, or within a 10-foot radius sphere
Creatures that are Large or larger are difficult to fit into centered on a point within a ranged weapon's range, must
hordes, and should be treated as individual combatants. make a Dexterity saving throw. On a failed save, a creature
Groups of Tiny creatures should be treated as swarms, not takes damage equal to 8 times an individual creature's
hordes. Examples of such swarms include swarm of rats, weapon dice, or 4 times an individual creature's weapon dice
swarm of quippers, and swarm of insects, among others. if the horde has half its hit points or fewer. On a successful
save, it takes half as much damage. The DC of this saving
Spellcasting throw is equal to 8 + the horde's weapon attack bonus.

Creatures with the ability to cast spells, either innately or Adapting Special Abilities
through levels in a spellcasting class, should be treated as
individual combatants. This is to maintain the limitations of Certain abilities that an individual monster might possess are
spell slots, as spells can be extremely powerful tools that alter troublesome to integrate into a horde if run as is. Below are
the face of the battlefield. examples of some individual abilities, adapted to suit a horde.

With careful consideration, this rule can be lifted, so long Pack Tactics. The horde has advantage on attack rolls
as the spells and spell slots available to a horde of against creatures in its space.
spellcasters are carefully selected.
Undead Fortitude. The horde has resistance to all damage
that is not radiant or from a critical hit. 5

Turn Resistance. If a horde is composed of undead
creatures, it gains this ability. The horde has advantage on
saving throws against any effect that turns undead.
Additionally, the horde can be affected by the Destroy
Undead feature regardless of CR limits, but has advantage on
the saving throw against it and is not destroyed on a failed
save. Instead, it takes radiant damage equal to 5 × the cleric's
level on a failed save, or half as much damage on a success.

BOOK OF HORDES

Optional Rules Horde as a Creature Generator
This section details some optional rules that DMs can use
with hordes. They cover a variety of situations, from Occasionally, a horde will find it economical to send out an
interactions with effects that can affect many creatures to individual creature for a certain task, such as scouting or
individual creatures that survive the destruction of a horde. diplomacy. At the start of the horde's turn, it can separate out
one individual creature. The horde loses hit points equal to
Area of Effects and Many Targets that creature's hit points.

Although hordes are immune to many conditions as a group, The creature acts on the horde's initiative.
an effect that is capable of targeting the horde's entire space
or of targeting a large number of creatures can suspend this. Grappling a Horde
If the effect targets a large number of creatures (10 creatures
or more), the horde is required to be the only target of such If a creature attempts to grapple a horde, the DM can allow
an effect. The horde loses its immunity against that specific the horde to contest the check instead of using its conditional
effect, but makes any saving throws related to it at advantage. immunity. On a failed check, the horde loses hit points equal
to the hit points of an individual member, and an individual
Additionally, if the area of an effect that deals damage creature is created. The creature acts on the horde's initiative,
covers all of a horde's space, the horde has vulnerability to and is grappled.
the effect's damage.
Survivors
Examples of spells that would interact with this rule
include fireball, fear, mass suggestion, weird, and mass When a horde is reduced to 0 hit points by an effect that
polymorph, among others. targets a large area, the DM can have it make a Constitution
saving throw to determine any survivors. The DC is equal to
Powerful Commanders 5 + the damage taken. On a successful save, the DM can then
add 1d4 individual creatures from the horde, acting on the
If a powerful creature is placed as the commander of multiple horde's initiative.
hordes, the DM can choose to grant it additional legendary
actions, as part of its Commander Features. The commander This rule should not be used if the horde is reduced to 0 hit
gains one legendary action for each horde under its points by an attack.
command, up to a maximum of three legendary actions.

This rule should generally be used for powerful creatures
serving as commanders, with challenge rating of 5 or higher.

BOOK OF HORDES

6

Mobs Horde. The horde can occupy another creature's space
and vice versa, and the horde can move through any
When times get rough and tempers flare, the general opening large enough for a Medium commoner.
citizenry may pick up their torches and pitchforks and set out Additionally, the horde is immune to any spell or effect
on a good ol' riot. They are typically lead by a charlatan or that would alter its form.
folk hero. Reactive. The horde can take one reaction on every turn
in combat.
Mob Stampede. When the horde moves through the space
of a Large or smaller creature, the horde can force the
Gargantuan horde of medium humanoids, creature to make a DC 13 Strength saving throw. On a
chaotic neutral failed save, the creature is knocked prone.
Torches. The mob sheds bright light in a 20-foot radius
Armor Class 10 and dim light for an additional 20 feet.
Hit Points 52 (5d20 + 0)
Speed 30 ft. Actions

STR DEX CON INT WIS CHA Multiattack. The horde makes four attacks, or two
16 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) attacks if the horde has half its hit points or fewer.
Condition Immunities charmed, frightened, grappled, Pitchfork. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
paralyzed, petrified, poisoned, prone, restrained, Torch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
stunned, unconscious target. Hit: 5 (1d4 + 3) fire damage.
Senses passive Perception 10 Rock. Ranged Weapon Attack: +5 to hit, range 20/60
Languages Common ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Challenge 1 (200 XP)
BOOK OF HORDES
7

The Undead Though usually not seen as a huge threat as individuals, a
horde of undead can very quickly wreak havoc on settlements
Undead hordes are usually commanded by powerful undead, and unfortified towns, and are capable of extreme
such as wights, or by the necromancer that created them. coordination under the lead of a commander.

Horde of Zombies Reactive. The horde can take one reaction on every turn
in combat.
Gargantuan horde of medium undead, neutral evil
Armor Class 8 Stampede. When the horde moves through the space
Hit Points 270 (20d20 + 60) of a Large or smaller creature, the horde can force the
Speed 20 ft. creature to make a DC 14 Strength saving throw. On a
failed save, the creature is knocked prone.
STR DEX CON INT WIS CHA Turn Resistance. The horde has advantage on saving
18 (+4) 6 (–2) 16 (+3) 3 (–4) 6 (–2) 5 (–3) throws against any effect that turns undead.
Saving Throws Wis +2 Additionally, the horde can be affected by the Destroy
Damage Immunities poison Undead feature regardless of CR limits, but has
Condition Immunities charmed, frightened, grappled, advantage on the saving throw against it and is not
paralyzed, petrified, poisoned, prone, restrained, destroyed on a failed save. Instead, it takes radiant
stunned, unconscious damage equal to 5 × the cleric's level on a failed save,
Senses darkvision 60 ft., passive Perception 8 or half as much damage on a success.
Languages Understands all languages it spoke in life but Undead Fortitude. The horde has resistance to all
can't speak damage that is not radiant or from a critical hit.
Challenge 10 (5900 XP)
Horde. The horde can occupy another creature's space Actions
and vice versa, and the horde can move through any
opening large enough for a Medium zombie. Multiattack. The horde makes four slam attacks, or two
Additionally, the horde is immune to any spell or effect slam attacks if the horde has half its hit points or fewer.
that would alter its form.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
BOOK OF HORDES target. Hit: 7 (1d6 + 4) bludgeoning damage.

8

Horde of Skeletons

Gargantuan horde of medium undead, lawful evil

Armor Class 13 (armor scraps)
Hit Points 175 (14d20 + 28)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 6 (–2) 8 (–1) 5 (–3)

Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities charmed, frightened, grappled,

paralyzed, petrified, poisoned, prone, restrained,
stunned, unconscious
Senses darkvision 60 ft., passive Perception 9
Languages Understands all languages it spoke in life but
can't speak
Challenge 5 (1800 XP)

Horde. The horde can occupy another creature's space
and vice versa, and the horde can move through any
opening large enough for a Medium skeleton.
Additionally, the horde is immune to any spell or effect
that would alter its form.
Reactive. The horde can take one reaction on every turn
in combat.
Turn Resistance. The horde has advantage on saving
throws against any effect that turns undead.
Additionally, the horde can be affected by the Destroy
Undead feature regardless of CR limits, but has
advantage on the saving throw against it and is not
destroyed on a failed save. Instead, it takes radiant
damage equal to 5 × the cleric's level on a failed save,
or half as much damage on a success.

Actions

Multiattack. The horde makes four attacks, or two
attacks if the horde has half its hit points or fewer.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Volley. The horde launches a volley of arrows at a point
within 120 feet of it. Each creature of the horde's
choice in a 10-foot-radius sphere centered on that
point must make a DC 13 Dexterity saving throw. On a
failed save, a creature takes 28 (8d6) piercing damage,
or 14 (4d6) piercing damage if the horde has half its
hit points or fewer. On a successful save, it takes half
as much damage.

BOOK OF HORDES 9

Horde of Orcs Reactive. The horde can take one reaction on every turn
in combat.
Gargantuan horde of medium humanoids, chaotic evil
Stampede. When the horde moves through the space
Armor Class 13 (hide armor) of a Large or smaller creature, the horde can force the
Hit Points 189 (14d20 + 42) creature to make a DC 17 Strength saving throw. On a
Speed 30 ft. failed save, the creature is knocked prone.

STR DEX CON INT WIS CHA Actions
22 (+6) 12 (+1) 16 (+3) 7 (–2) 11 (+0) 10 (+0)
Skills Intimidation +3 Multiattack. The horde makes four greataxe attacks, or
Condition Immunities charmed, frightened, grappled, two greataxe attacks if the horde has half its hit points
or fewer.
paralyzed, petrified, poisoned, prone, restrained,
stunned, unconscious Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Senses darkvision 60 ft., passive Perception 10 one target. Hit: 12 (1d12 + 6) slashing damage.
Languages Common, Orc Bloodbath. Each creature of the horde's choice in the
Challenge 7 (2900 XP) horde's space must make a DC 17 Dexterity saving
Aggressive. As a bonus action, the horde can move up throw. On a failed save, a creature takes 52 (8d12)
to its speed toward a hostile creature that it can see. slashing damage, or 26 (4d12) slashing damage if the
Horde. The horde can occupy another creature's space horde has half its hit points or fewer. On a successful
and vice versa, and the horde can move through any save, it takes half as much damage.
opening large enough for a Medium orc. Additionally, Volley. The horde launches a volley of javelins at a point
the horde is immune to any spell or effect that would within 60 feet of it. Each creature of the horde's choice
alter its form. in a 10-foot-radius sphere centered on that point must
make a DC 17 Dexterity saving throw. On a failed save,
a creature takes 28 (8d6) piercing damage, or 14
(4d6) piercing damage if the horde has half its hit
points or fewer. On a successful save, it takes half as
much damage.

Orcs

Brutal and efficient, orcs often band
together under the command of an orc war chief or other
orcs of religious importance, such as a Blade of Ilneval or Eye
of Gruumsh. They work as a unit to raid and plunder.

BOOK OF HORDES

10

Hobgoblin Reactive. The horde can take one reaction on every turn
in combat.
The armies of a hobgoblin warlord can be divided into squads
to facilitate chain of command. Squads are typically lead by a Stampede. When the horde moves through the space
hobgoblin captain, with the hobgoblin warlord often of a Large or smaller creature, the horde can force the
commanding multiple squads at once. creature to make a DC 15 Strength saving throw. On a
failed save, the creature is knocked prone.
Squad of Hobgoblins
Actions
Gargantuan horde of medium humanoids, lawful evil
Multiattack. The horde makes four spear attacks, or two
Armor Class 18 (chain mail, shield) spear attacks if the horde has half its hit points or
Hit Points 149 (13d20 + 15) fewer.
Speed 30 ft.
Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 11 (2d6 + 4) piercing damage.
18 (+4) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (–1) Coordinated Offensive. Each creature of the horde's
choice in the horde's space must make a DC 15
Condition Immunities charmed, frightened, grappled, Dexterity saving throw. On a failed save, a creature
paralyzed, petrified, poisoned, prone, restrained, takes 56 (16d6) piercing damage, or 28 (8d6) piercing
stunned, unconscious damage if the horde has half its hit points or fewer. On
a successful save, it takes half as much damage.
Senses darkvision 60 ft., passive Perception 10 Volley. The horde launches a volley of arrows at a point
Languages Common, Goblin within 150 feet of it. Each creature of the horde's
Challenge 8 (3900 XP) choice in a 10-foot-radius sphere centered on that
Martial Advantage. A melee weapon deals one extra die point must make a DC 15 Dexterity saving throw. On a
of its damage when the horde attacks with it (included failed save, a creature takes 36 (8d8) piercing damage,
in the attack). or 18 (4d8) piercing damage if the horde has half its
Horde. The horde can occupy another creature's space hit points or fewer. On a successful save, it takes
and vice versa, and the horde can move through any half as much damage.
opening large enough for a Medium hobgoblin.
Additionally, the horde is immune to any spell
or effect that would alter its form.

BOOK OF HORDES 11

Gnolls Reactive. The horde can take one reaction on every turn
in combat.
Bloodthirsty marauders, gnolls form packs in times of war or
hunger, scouring the land for prey. These packs are often lead Stampede. When the horde moves through the space
by gnoll pack lords, and are sometimes accompanied by the of a Large or smaller creature, the horde can force the
dreaded fangs of Yeenoghu. creature to make a DC 16 Strength saving throw. On a
failed save, the creature is knocked prone.
Pack of Gnolls
Actions
Gargantuan horde of medium humanoids, chaotic evil
Multiattack. The horde makes four spear attacks, or two
Armor Class 15 (hide armor, shield) spear attacks if the horde has half its hit points or
Hit Points 262 (25d20 + 0) fewer.
Speed 30 ft.
Spear. Melee or Ranged Weapon Attack: +8 to hit,
STR DEX CON INT WIS CHA reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 +
20 (+5) 12 (+1) 11 (+0) 6 (–2) 10 (+0) 7 (–2) 5) piercing damage.
Frenzy. Each creature of the horde's choice in the
Condition Immunities charmed, frightened, grappled, horde's space must make a DC 16 Dexterity saving
paralyzed, petrified, poisoned, prone, restrained, throw. On a failed save, a creature takes 28 (8d6)
stunned, unconscious piercing damage, or 14 (4d6) piercing damage if the
horde has half its hit points or fewer. On a successful
Senses darkvision 60 ft., passive Perception 10 save, it takes half as much damage.
Languages Common, Gnoll Volley. The horde launches a volley of spears at a point
Challenge 8 (3900 XP) within 60 feet of it. Each creature of the horde's choice
Rampage. When the horde reduces a creature to 0 hit in a 10-foot-radius sphere centered on that point must
points with a melee attack on its turn, the horde can make a DC 16 Dexterity saving throw. On a failed save,
take a bonus action to move up to half its speed and a creature takes 28 (8d6) piercing damage, or 14
use its Frenzy. (4d6) piercing damage if the horde has half its hit
Horde. The horde can occupy another creature's space points or fewer. On a successful save, it takes half as
and vice versa, and the horde can move through any much damage.
opening large enough for a Medium gnoll. Additionally,
the horde is immune to any spell or effect that would
alter its form.

BOOK OF HORDES

12

Armies Squad of Bowmen

Some nations keep a standing army, while others scrounge Gargantuan horde of medium humanoids,
together soldiers in times of war. any alignment

Squad of Infantrymen Armor Class 13 (leather armor)
Hit Points 115 (10d20 + 10)
Gargantuan horde of medium humanoids, Speed 30 ft.
any alignment
STR DEX CON INT WIS CHA
Armor Class 16 (chain shirt, shield) 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
Hit Points 138 (12d20 + 12)
Speed 30 ft. Skills Perception +3
Condition Immunities charmed, frightened, grappled,
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) paralyzed, petrified, poisoned, prone, restrained,
stunned, unconscious
Skills Athletics +7 Senses passive Perception 13
Condition Immunities charmed, frightened, grappled, Languages Any one language (usually common)
Challenge 3 (700 XP)
paralyzed, petrified, poisoned, prone, restrained,
stunned, unconscious Horde. The horde can occupy another creature's space
Senses passive Perception 10 and vice versa, and the horde can move through any
Languages Any one language (usually common) opening large enough for a Medium infantryman.
Challenge 5 (1800 XP) Additionally, the horde is immune to any spell or effect
that would alter its form.
Horde. The horde can occupy another creature's space Reactive. The horde can take one reaction on every turn
and vice versa, and the horde can move through any in combat.
opening large enough for a Medium infantryman.
Additionally, the horde is immune to any spell or effect Actions
that would alter its form.
Reactive. The horde can take one reaction on every turn Multiattack. The horde makes four longbow attacks, or
in combat. two longbow attacks if the horde has half its hit points
or fewer.
Actions Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
Multiattack. The horde makes four pike attacks, or two damage.
pike attacks if the horde has half its hit points or fewer. Volley. The horde launches a volley of arrows at a point
Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one within 150 feet of it. Each creature of the horde's
target. Hit: 7 (1d6 + 4) piercing damage. choice in a 10-foot-radius sphere centered on that
Spear Wall. Each creature of the horde's choice within 5 point must make a DC 12 Dexterity saving throw. On a
feet of the horde must make a DC 15 Dexterity saving failed save, a creature takes 36 (8d8) piercing damage,
throw. On a failed save, a creature takes 28 (8d6) or 18 (4d8) piercing damage if the horde has half its
piercing damage, or 14 (4d6) piercing damage if the hit points or fewer. On a successful save, it takes half
horde has half its hit points or fewer. On a successful as much damage.
save, it takes half as much damage.

BOOK OF HORDES 13

Beasts Skills Perception +3, Stealth +4
Condition Immunities charmed, frightened, grappled,
Social creatures, wolves rarely ever hunt alone. When
calamity strikes, wolves will band together and fight as a paralyzed, petrified, poisoned, prone, restrained,
pack. These packs are often lead by dire wolves. stunned, unconscious
Senses passive Perception 13
Sometimes, a druid or wild warrior can strike a deal with a Languages —
wolf pack, and lead it instead. Challenge 5 (1800 XP)

Pack of Wolves Horde. The horde can occupy another creature's space
and vice versa, and the horde can move through any
Gargantuan horde of medium beasts, unaligned opening large enough for a Medium wolf. Additionally,
the horde is immune to any spell or effect that would
Armor Class 13 (natural armor) alter its form.
Hit Points 138 (12d20 + 12)
Speed 40 ft. Pack Tactics. The horde has advantage on attack rolls
against creatures in its space.
STR DEX CON INT WIS CHA Reactive. The horde can take one reaction on every turn
18 (+4) 15 (+2) 12 (+1) 3 (–4) 12 (+1) 6 (–2) in combat.

Actions

Multiattack. The horde makes four bite attacks, or two
bite attacks if the horde has half its hit points or fewer.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) piercing damage. If the target is
a creature, it must succeed on a DC 14 Strength saving
throw or be knocked prone.

BOOK OF HORDES

14

   Conquerer's Banner. As a bonus action while you are
holding the banner, you can exude the might of a conquerer
in those around you. Until the start of your next turn, each
creature of your choice within 30 feet of you deals additional
damage equal to your Charisma modifier when it hits with a
weapon attack, and each hostile creatures within the area
has disadvantage on saving throws against being frightened.

Demonic Banner (requires attunement by a creature of
evil alignment). As a bonus action while you are holding the
banner, you can grant the boon of a demon lord upon each
creature of your choice within 30 feet of you, which lasts until
the start of your next turn. See the Demonic Boon table for
the variants of this banner, and the effects of the boons.

Demonic Boons

Demon Lord Boon

Two Minds of Madness. A creature under
the effect of this boon has advantage on all
Demogorgon Intelligence, Wisdom, and Charisma saving

throws.

Fraz-Urb'luu Liar's Eye. A creature under the effect of
this boon has advantage on Wisdom
(Insight or Perception) checks. As a bonus
action, it automatically detects the location
of all illusions and hidden creatures within
15 feet of it.

Player Options Graz'zt Joy from Pain. Whenever a creature under
the effect of this boon suffers a critical hit,
Sometimes, situations may arise where player characters it can make one melee weapon attack as a
may be charged with taking command of a horde. This reaction.
section presents magic items designed for use for
commanders, as well as rules for training a horde. Juiblex Liquid Movement. As an action, a creature
under the effect of this boon can move up
Magic Items to 20 feet through spaces no more than an
These items are presented in alphabetical order. inch in diameter. It must end this
movement in a space that can
War Banner accommodate its full size. Otherwise, it
takes 5 force damage and returns to the
Wondrous item, rare space where it began this movement.
A banner is a flag or piece of cloth that bears a symbol or
logo, used for rallying soldiers and coordinating military Orcus Undying Soul. If a creature under the effect
maneuvers. It can be attached to or removed from a glaive, of this boon is reduced to 0 hit points, it
halberd, pike, quarterstaff, or spear as an action. immediately makes a DC 10 Constitution
saving throw. If it succeeds, it is instead
A banner is an object with AC 15 and 20 hit points. If it is reduced to 1 hit point. Once it has done
reduced to 0 hit points, it is destroyed. so, it can't use this ability again until it
finishes a short or long rest.
The following banners have additional properties.
Commander's Banner. While you are holding the banner, Yeennoghu Rampage. When a creature under the effect
you gain the following benefits when you use your Legendary of this boon reduces a creature to 0 hit
Action to command a horde: points with a melee attack on its turn, it
When you command a horde to attack, it deals 1d8 can take a bonus action to move up to half
additional damage with its weapon attack. its speed and make one melee attack.
When you command a horde to move, roll a d8. The horde
gains a bonus to its Armor Class equal to the result until it Zuggtmoy Spore Kissed. A creature under the effect of
stops moving. this boon is immune to poison, as well as
When you rally a horde, the number of temporary hit to the charmed and frightened conditions.
points it gains increase by 1d8. In addition, if it is reduced to 0 hit points,
each creature within 10 feet of it takes
1d6 poison damage.

BOOK OF HORDES 15

    Gruumsh's Banner (requires attunement by a half-orc    Storm King's Banner. When a creature within 30 feet of
or orc). As a bonus action while you are holding the banner, you takes lightning damage, the electricity is instead directed
you can call allies to surge forward. Each creature of your toward this magical banner. The creature takes no damage,
choice within 30 feet of you can use its reaction to move up to and the banner instead takes the lightning damage. As a
its speed toward a hostile creature that you can see, and bonus action while you are holding the banner, you can plant
deals 1d8 additional damage when it hits with a weapon the banner in the ground. While the banner is planted in dirt
attack until the start of your next turn. or earth, it is immune to lightning damage. You can remove
the banner from the ground as a bonus action on your
Rallying Banner. As a bonus action while you are holding subsequent turns.
the banner, you can call for your allies to rally around you.
Each creature of your choice within 30 feet of you can Warding Banner. As a bonus action while you are holding
immediately use its reaction to move up to half of its speed the banner, you can rally your allies to defend. Until the start
toward you without provoking opportunity attacks. of your next turn, each creature of your choice within 30 feet
of you gains half cover against effects that originate from
Righteous Banner (requires attunement by a cleric or beyond 30 feet of you.
paladin). As a bonus action while you are holding the banner,
you can instill weakness in unholy creatures around you. Weathering Banner. While you are holding the banner,
Until the start of your next turn, each fiend or undead creatures of your choice within 30 feet from you do not suffer
creature within 30 feet of you has disadvantage on ability the effects of extreme weather, and ignore nonmagical
checks and saving throws. difficult terrain.

Spellguard Banner (requires attunement by a bard, White Flag. An almost universally recognized sign of
sorcerer, warlock, or wizard). As a bonus action while you peace, creatures that walk under this pure white banner are
are holding the banner, you can create a magical barrier granted protection from harm. As a bonus action while you
which repels arcane energy. Until the start of your next turn, are holding the banner, you can grant protection to each
each creature of your choice within 30 feet of you has creature within 30 feet of you. Each creature comes under
advantage on saving throws against spells or other magical the effect of the sanctuary spell (save DC 15), which lasts
effects, and has resistance to damage from spells. until the banner is lowered (the spell can end early as
normal). If a creature ends the spell on itself by making an
Stalwart Banner. As a bonus action while you are holding attack, casting a spell that affects an enemy, or dealing
the banner, you can inspire resolution in those around you. damage to another creature, the spell ends for each affected
Each creature of your choice within 30 feet of you gains creature, and can't be used again until the next dawn.
temporary hit points equal to your Charisma modifier and
has advantage on saving throws against being charmed or
frightened made before the start of your next turn.

BOOK OF HORDES

16

Training Hordes Intimidate
When a player character is tasked with commanding a horde,
he or she can utilize downtime in order to train the horde, The horde gains the following action:
strengthening it, fitting it with gear, or otherwise teaching it Intimidate. As an action while the horde's commander is
new abilities.
within 30 feet of it, the horde can let loose a battle cry,
Resources. Following the examples in Xanathar's Guide to instilling fear in those around it. Each creature of the horde's
Everything, training a horde typically takes at least ten choice within 60 feet of the horde that can hear it must
workweeks, but this time is reduced by a number of succeed on a Wisdom saving throw or become frightened of
workweeks equal to the commander's Intelligence modifier the horde for 1 minute. A creature can repeat the saving
(an Intelligence penalty doesn't increase the time needed). throw at the end of each of its turns, ending the effect on
Training requires providing the horde salary every workweek, itself on a success. If a creature's saving throw is successful
with a suggested cost of 250 gp per workweek. Once this or the effect ends for it, the creature is immune to the horde's
training is complete, the horde gains one of the options Intimidate for the next 24 hours.
detailed in the Training Options section.
The DC for this saving throw is equal to 8 + the horde's
Complications. Complications that arise while training proficiency bonus + the commander's Charisma modifier.
may relate to the horde's morale or capability. Every ten
workweeks spent in training brings a 10 percent chance of a Overwatch
complication, examples of which are on the Horde Training
Complications table. The horde gains the following ability:
Overwatch. When the horde uses its Multiattack action, it
Horde Training Complications
can forgo one attack in order to make a Wisdom (Perception)
d6 Complication check. Additionally, if the horde spots a creature that emerges
from hiding before the start of its next turn, it can use a
1 The horde grows mutinous and seeks out a new reaction to make a single weapon attack against the creature.
commander.
Restrain
1d6 members of the horde have had enough, and
defect from the horde. The horde's hit points are The horde gains the following ability:
reduced by a number equal to the sum of the Restrain. When the horde grapples a Large or smaller
2 individual creatures' hit point maximums, and the
creature, the creature is restrained until the grapple ends.
horde's can't regain these lost hit points until
replacement members are found. Shelter

3 Disease, low morale, or a similar setback besets the The horde gains the following ability:
horde, setting training back 1d6 weeks. Shelter. When the horde takes the Dodge action, creatures

The horde's equipment is damaged or the horde in the horde's space gains half cover against effects that
4 causes damage to public structures, costing originate outside the horde's space.

10d10 gp in order to be repaired. Stampede

An intense divide forms between members of the If the horde does not already have the Stampede ability, it
5 horde, leaving the horde unwilling to train until the gains it, which reads:

conflict is resolved. Stampede. When the horde moves through the space of a
Large or smaller creature, the horde can force the creature to
6 A member of the horde is a spy, sent to learn the make a Strength saving throw. On a failed save, the creature
horde's plans and weaknesses. is knocked prone.

Training Options The DC for this saving throw is equal to 8 + the horde's
These training options are presented in alphabetical order. proficiency bonus + the horde's Strength modifier.

Ability Score Training Skill Training

One of the horde's ability scores increases by 1. Update the The horde gains proficiency with a skill of the commander's
horde's statistics to reflect the change in ability score. choice. The commander must be proficient with the skill in
order to complete this training. Update the horde's statistics
Hold the Line to reflect the new proficiency.

The horde gains the following ability: Tend the Wounded
Hold the Line. When a creature enters the horde's space,
The horde gains the following ability:
the horde can use its reaction to take an opportunity attack Tend the Wounded. When the horde uses its Multiattack
against the creature. Additionally, the horde's space is
considered difficult terrain for creatures of the horde's action, it can forgo one attack in order to attempt to stabilize
choice. a creature within its space. The horde can use this ability to
tend to one of its own.
17
Weapon Training

The horde gains proficiency with a weapon of your choice.
The commander must be proficient with the chosen weapon,
and each individual member of the horde must be equipped
with the weapon in order to complete this training. Update
the horde's statistics to reflect the new weapon.

BOOK OF HORDES

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