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The Book of Hordes

The Book of Hordes

by /u/aeyana
 
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,
The contents of this compendium are intended to be grand battles, without the hassle of tracking a score of hit
balanced for play in a regular Dungeons and Dragons Fifth points and turns. Running monsters as hordes allows for
Edition group. faster, more simple turns, without the micro-managing
required for fighting a large group of individual monsters.
 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 Second, the players no longer have to micro-manage enemy
After Shock Wind Event: Eedenartwork .................................. 6 targeting, and are presented with a dynamic and interesting
The Angry Mob: Odinoir ............................................................... 7 foe, all while not being entirely overwhelmed through sheer
Human Zombie Horde: texahol .................................................. 8 numbers in action economy.
Army of the Dead: T-RexJones .....................................................9
Rise of The Horde Sarnuk: Stanton Feng .............................10 
Hobgoblin, 4e Monster Manual: Steve Prescott ..................11 The "Commanders" section of this book presents mechanics
Yeenoghu's Hordes: Chris Campbell (Skeeziks) ................... 12 that can be attached to regular monsters that do not fit into
Army: WhoAmI01 ..........................................................................13 hordes, but that the DM still wishes to influence the horde in
Wolves & Trees: Donovan Valdes ............................................. 14 some way. These mechanics are simple and generally
The Great Banner: Timothée MATHON ................................ 15 universal, and can be made to function with a variety of
Very Fluffy: Dominik Mayer ....................................................... 16 different monsters. Each horde in the "Hordes" section also
suggests a few creatures that typically serve as commanders
 for such hordes.
 ............................................................................4 A variety of methods to depose a commander are also
listed, to provide DMs with inspiration and guidelines if the
 .......................................................................................... 5 players decide they would rather not face a horde head-on.
Optional Rules .................................................................................. 6
Mobs ....................................................................................................7 
The Undead ....................................................................................... 8 The "Hordes" section presents the rules for turning a group
Orcs ...................................................................................................10 of monsters into a single horde, and provides nine example
Hobgoblin ........................................................................................ 11 hordes. These examples are ready for use in combat, but also
Gnolls ............................................................................................... 12 are presented as guides to help DMs create their own unique
Armies .............................................................................................. 13 hordes, using other creatures.
Beasts ............................................................................................... 14  
 ...................................................................15
Magic Items .....................................................................................15
Training Hordes ..............................................................................17 Other Formats
This book can be found in PDF format.
Discussion and feedback about the book can be
found on Reddit.
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.

ON THE COVER
A king approaches the walls of a sacked city.
 
First Release: 25 March, 2019
Updated: 15 January, 2020
 Optional Rule: Coup D'état
In order to remain in command, a commander
In combat, hordes are often accompanied by powerful must maintain its authority over the horde.
individuals which serve to direct and empower the horde by Conversely, a commander that loses the trust or
serving as a commmander. These creatures should roll respect of the horde will find its control slipping
initiative as individuals. away. When confronting a horde and commander,
there are many methods to bring about a
 commander's fall from grace.
Arcane Intervention. Some commanders maintain
The role of a commander is typically assigned to a creature control over a horde through arcane means, either
that bears similarities to the horde it commands, but with powerful enchantments or through conjured
exemplifies itself in some factor. This factor can vary servants. An arcane commander's grasp can be
depending on the horde being commanded; some creatures shaken by use of magic-removal spells, or by
will band together under the strongest champion, while inflicting an even more powerful enchantment
others will follow the wisest tactician. Generally, combat upon the horde. Alternatively, an enchantment
prowess and charisma are used to determine the eligibility of could be placed on the commander, thereby using
a commander. the commander's influence to exert control the
Examples of such creatures include the orc war chief, horde indirectly.
Bribery. A commander who controls a horde
hobgoblin captain, hobgoblin warlord, and knight, among through coin can just as easily be outbid. A
many others. These creatures typically possess the sufficient show of money or promise of wealth can
Leadership action, or otherwise have some method of sway a horde's allegiance.
inspiring or rallying a horde. Character Assassination. For a commander that
derives its authority through charisma, smears and
 denigration of the commander's character can be
used to weaken its authority over a horde.
While a commander is within 60 feet of a horde it Attempts to slander the commander's name will
commands, the commander can take 1 legendary action, naturally not go unchallenged, and may result in a
choosing from the options below, at the end of another contested skill check involving a Charisma skill
creature's turn. The commander regains the spent legendary between the commander and slanderer. Depending
action at the start of its turn. on the horde's initial opinion of the commander,
this check may be made at advantage on the
Attack. The commander and the horde both make one commander's part, at disadvantage on the
weapon attack. slanderer's part, or with both.
Charge. The commander and the horde both move up to Single Combat. For a commander that derives its
their speed. authority through combat prowess, a challenge of
Rally. The horde gains temporary hit points equal to the single combat may be sufficient to shake a horde's
commander's CR plus the commander's Charisma respect for its commander. In order to supplant a
modifier (minimum of one). 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

 A horde of creatures retains most of the abilities of its
individual creatures, and gains the following abilities:
Often, combat involving a large number of combatants can Hit Points. The horde's hit points should be roughly equal
become messy, time consuming, and difficult to run and to 12 × the hit points of an individual monster.
track. The rules for hordes established here serve to mitigate Ability Score Increase. The horde's Strength score
these issues, by grouping similar creatures into a single unit, increases by 6.
allowing the DM to track fewer turns and pools of hit points. Challenge Rating. The horde's challenge rating is
When an encounter would otherwise involve a large determined by its damage output and hit points. Reference
number of similar or identical creatures, a single horde can the Dungeon Master's Guide (p. 273) for more information on
be used to replace them. calculating a monster's challenge rating.
 Conditional Immunities. The horde gains immunity to the
following conditions: charmed, frightened, grappled,
The system for hordes requires certain conditions for the paralyzed, poisoned, petrified, prone, restrained, stunned, and
creatures that compose a horde in order to function unconscious.
optimally. The conditions for these creatures are presented in Horde. The horde can occupy another creature's space and
alphabetical order. vice versa, and the horde can move through any opening large
enough for an individual creature within the horde.
 Additionally, the horde is immune to any spell or effect that
The hordes presented here are meant to represent groups of would alter its form.
identical creatures, working as a collective. As such, making a Reactive. The horde can take one reaction on every turn
single horde represent a varied group of creatures can lead to in combat.
complications. This is to maintain the mechanical simplicity Multiattack. The horde makes four attacks, or two attacks
of the horde, and to keep it simple for DMs to use. if the horde has half its hit points or fewer. If the individual
With careful consideration, this rule can be lifted, so long creatures in a horde originally had the Multiattack action, the
as the mechanical simplicity of the horde is maintained. horde does not gain the individual's Multiattack action.
 
Not all creatures lend themselves well to working in groups. Some hordes can get the following features as well.
While a horde of berserkers may be able to rampage happily Stampede. When the horde moves through the space of a
together, a group of spies would likely not function as well creature that is no more than one size larger than an
working as a horde as they would working as individuals. individual member of the horde, it must succeed on a
Thus, hordes should consist of creatures that benefit from Strength saving throw or be knocked prone. The DC of this
working as a unit, and that have the capacity to do so. saving throw is equal to 8 + the horde's proficiency bonus +
the horde's Strength modifier. For example, a horde of
 Medium orcs can trample a Large dire wolf.
The hordes presented here are meant to represent a large Area of Effect Attack. Each creature of the horde's choice
number creatures working as a collective. within the horde's space, or within a 10-foot radius sphere
A horde of Small or Medium creatures is sized as centered on a point within a ranged weapon's range, must
Gargantuan, taking up a 20 foot by 20 foot area on a map. make a Dexterity saving throw. On a failed save, a creature
This size accommodates up to 16 Medium creatures, without takes damage equal to 8 times an individual creature's
overlap. Thus, hordes of Small or Medium creatures should weapon dice, or 4 times an individual creature's weapon dice
represent no more than 16 individual creatures. if the horde has half its hit points or fewer. On a successful
Creatures that are Large or larger are difficult to fit into save, it takes half as much damage. The DC of this saving
hordes, and should be treated as individual combatants. throw is equal to 8 + the horde's weapon attack bonus.
Groups of Tiny creatures should be treated as swarms, not
hordes. Examples of such swarms include swarm of rats, 
swarm of quippers, and swarm of insects, among others. Certain abilities that an individual monster might possess are
troublesome to integrate into a horde if run as is. Below are
 examples of some individual abilities, adapted to suit a horde.
Creatures with the ability to cast spells, either innately or Pack Tactics. The horde has advantage on attack rolls
through levels in a spellcasting class, should be treated as against creatures in its space.
individual combatants. This is to maintain the limitations of Undead Fortitude. The horde has resistance to all damage
spell slots, as spells can be extremely powerful tools that alter that is not radiant or from a critical hit.
the face of the battlefield. Horde Turn Resistance. If a horde is composed of undead
With careful consideration, this rule can be lifted, so long creatures, it gains this ability. The horde has advantage on
as the spells and spell slots available to a horde of saving throws against any effect that turns undead. Addition-
spellcasters are carefully selected. ally, 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 10 × the cleric's level on a
failed save, or half as much damage on a success.
BOOK OF HORDES
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 
This section details some optional rules that DMs can use Occasionally, a horde will find it economical to send out an
with hordes. They cover a variety of situations, from individual creature for a certain task, such as scouting or
interactions with effects that can affect many creatures to diplomacy. At the start of the horde's turn, it can separate out
individual creatures that survive the destruction of a horde. one individual creature. The horde loses hit points equal to
that creature's hit points.
 The creature acts on the horde's initiative.
Although hordes are immune to many conditions as a group, 
an effect that is capable of targeting the horde's entire space If a creature attempts to grapple a horde, the DM can allow
or of targeting a large number of creatures can suspend this. the horde to contest the check instead of using its conditional
If the effect targets a large number of creatures (10 creatures immunity. On a failed check, the horde loses hit points equal
or more), the horde is required to be the only target of such to the hit points of an individual member, and an individual
an effect. The horde loses its immunity against that specific creature is created. The creature acts on the horde's initiative,
effect, but makes any saving throws related to it at advantage. and is grappled.
Additionally, if the area of an effect that deals damage
covers all of a horde's space, the horde has vulnerability to 
the effect's damage. When a horde is reduced to 0 hit points by an effect that
Examples of spells that would interact with this rule targets a large area, the DM can have it make a Constitution
include fireball, fear, mass suggestion, weird, and mass saving throw to determine any survivors. The DC is equal to 5
polymorph, among others. + 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 This rule should not be used if the horde is reduced to 0 hit
actions, as part of its Commander Features. The commander points by an attack.
gains one legendary action for each horde under its
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
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 Horde. The horde can occupy another creature's space


When times get rough and tempers flare, the general and vice versa, and the horde can move through any
citizenry may pick up their torches and pitchforks and set out opening large enough for a Medium commoner.
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.
 Stampede. When the horde moves through the space
Gargantuan horde of medium humanoids, of a Large or smaller creature, the horde can force the
chaotic neutral creature to make a DC 13 Strength saving throw. On a
failed save, the creature is knocked prone.
Armor Class 10 Torches. The mob sheds bright light in a 20-foot radius
Hit Points 52 (5d20 + 0) and dim light for an additional 20 feet.
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The horde makes four attacks, or two
attacks if the horde has half its hit points or fewer.
16 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Pitchfork. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Condition Immunities charmed, frightened, grappled, 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
Languages Common Rock. Ranged Weapon Attack: +5 to hit, range 20/60
Challenge 1 (200 XP) ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

BOOK OF HORDES
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 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.


Gargantuan horde of medium undead, neutral evil
Horde Turn Resistance. The horde has advantage on
Armor Class 8 saving throws against any effect that turns undead.
Hit Points 270 (20d20 + 60) Additionally, the horde can be affected by the Destroy
Speed 20 ft. 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
STR DEX CON INT WIS CHA damage equal to 10 × the cleric's level on a failed save,
or half as much damage on a success.
18 (+4) 6 (–2) 16 (+3) 3 (–4) 6 (–2) 5 (–3)
Reactive. The horde can take one reaction on every turn
Saving Throws Wis +2 in combat.
Damage Immunities poison Stampede. When the horde moves through the space
Condition Immunities charmed, frightened, grappled, of a Large or smaller creature, the horde can force the
paralyzed, petrified, poisoned, prone, restrained, creature to make a DC 14 Strength saving throw. On a
stunned, unconscious failed save, the creature is knocked prone.
Senses darkvision 60 ft., passive Perception 8
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)
Actions
Horde. The horde can occupy another creature's space Multiattack. The horde makes four slam attacks, or two
and vice versa, and the horde can move through any slam attacks if the horde has half its hit points or fewer.
opening large enough for a Medium zombie.
Additionally, the horde is immune to any spell or effect Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
that would alter its form. target. Hit: 7 (1d6 + 4) bludgeoning damage.

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


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
 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.

 Actions
Gargantuan horde of medium humanoids, lawful evil Multiattack. The horde makes four spear attacks, or two
spear attacks if the horde has half its hit points or
fewer.
Armor Class 18 (chain mail, shield)
Hit Points 149 (13d20 + 15) Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 11 (2d6 + 4) piercing damage.
Coordinated Offensive. Each creature of the horde's
STR DEX CON INT WIS CHA choice in the horde's space must make a DC 15
Dexterity saving throw. On a failed save, a creature
18 (+4) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (–1) takes 56 (16d6) piercing damage, or 28 (8d6) piercing
damage if the horde has half its hit points or fewer. On
Condition Immunities charmed, frightened, grappled, a successful save, it takes half as much damage.
paralyzed, petrified, poisoned, prone, restrained, Volley. The horde launches a volley of arrows at a point
stunned, unconscious within 150 feet of it. Each creature of the horde's
Senses darkvision 60 ft., passive Perception 10 choice in a 10-foot-radius sphere centered on that
Languages Common, Goblin point must make a DC 15 Dexterity saving throw. On a
Challenge 8 (3900 XP) failed save, a creature takes 36 (8d8) piercing damage,
or 18 (4d8) piercing damage if the horde has half its
Martial Advantage. A melee weapon deals one extra die hit points or fewer. On a successful save, it takes
of its damage when the horde attacks with it (included half as much damage.
in the attack).
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 hobgoblin.
Additionally, the horde is immune to any spell
or effect that would alter its form.

BOOK OF HORDES
11
 


Bloodthirsty marauders, gnolls form packs in times of war or
hunger, scouring the land for prey. These packs are often lead
by gnoll pack lords, and are sometimes accompanied by the
dreaded fangs of Yeenoghu. Reactive. The horde can take one reaction on every turn
in combat.

 Stampede. When the horde moves through the space


of a Large or smaller creature, the horde can force the
Gargantuan horde of medium humanoids, chaotic evil creature to make a DC 16 Strength saving throw. On a
failed save, the creature is knocked prone.
Armor Class 15 (hide armor, shield) Actions
Hit Points 262 (25d20 + 0)
Speed 30 ft. Multiattack. The horde makes four spear attacks, or two
spear attacks if the horde has half its hit points or
fewer.
STR DEX CON INT WIS CHA
Spear. Melee or Ranged Weapon Attack: +8 to hit,
20 (+5) 12 (+1) 11 (+0) 6 (–2) 10 (+0) 7 (–2) reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 +
5) piercing damage.
Condition Immunities charmed, frightened, grappled, Frenzy. Each creature of the horde's choice in the
paralyzed, petrified, poisoned, prone, restrained, horde's space must make a DC 16 Dexterity saving
stunned, unconscious throw. On a failed save, a creature takes 28 (8d6)
Senses darkvision 60 ft., passive Perception 10 piercing damage, or 14 (4d6) piercing damage if the
Languages Common, Gnoll horde has half its hit points or fewer. On a successful
Challenge 8 (3900 XP) save, it takes half as much damage.
Rampage. When the horde reduces a creature to 0 hit Volley. The horde launches a volley of spears at a point
points with a melee attack on its turn, the horde can within 60 feet of it. Each creature of the horde's choice
take a bonus action to move up to half its speed and in a 10-foot-radius sphere centered on that point must
use its Frenzy. make a DC 16 Dexterity saving throw. On a failed save,
a creature takes 28 (8d6) piercing damage, or 14
Horde. The horde can occupy another creature's space (4d6) piercing damage if the horde has half its hit
and vice versa, and the horde can move through any points or fewer. On a successful save, it takes half as
opening large enough for a Medium gnoll. Additionally, much damage.
the horde is immune to any spell or effect that would
alter its form.
BOOK OF HORDES
12
 
Some nations keep a standing army, while others scrounge Gargantuan horde of medium humanoids,
together soldiers in times of war. any alignment

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)
Hit Points 138 (12d20 + 12) 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
Speed 30 ft.
Skills Perception +3
Condition Immunities charmed, frightened, grappled,
STR DEX CON INT WIS CHA paralyzed, petrified, poisoned, prone, restrained,
19 (+4) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) stunned, unconscious
Senses passive Perception 13
Languages Any one language (usually common)
Skills Athletics +7 Challenge 3 (700 XP)
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained,
Horde. The horde can occupy another creature's space
stunned, unconscious
and vice versa, and the horde can move through any
Senses passive Perception 10
opening large enough for a Medium infantryman.
Languages Any one language (usually common)
Additionally, the horde is immune to any spell or effect
Challenge 5 (1800 XP)
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. Multiattack. The horde makes four longbow attacks, or
Reactive. The horde can take one reaction on every turn two longbow attacks if the horde has half its hit points
in combat. 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
point must make a DC 12 Dexterity saving throw. On a
Spear Wall. Each creature of the horde's choice within 5 failed save, a creature takes 36 (8d8) piercing damage,
feet of the horde must make a DC 15 Dexterity saving or 18 (4d8) piercing damage if the horde has half its
throw. On a failed save, a creature takes 28 (8d6) hit points or fewer. On a successful save, it takes half
piercing damage, or 14 (4d6) piercing damage if the as much damage.
horde has half its hit points or fewer. On a successful
save, it takes half as much damage.

BOOK OF HORDES
13
 Skills Perception +3, Stealth +4
Social creatures, wolves rarely ever hunt alone. When Condition Immunities charmed, frightened, grappled,
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
Sometimes, a druid or wild warrior can strike a deal with a Senses passive Perception 13
wolf pack, and lead it instead. Languages —
Challenge 5 (1800 XP)

 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
in combat.
18 (+4) 15 (+2) 12 (+1) 3 (–4) 12 (+1) 6 (–2)
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.
Liar's Eye. A creature under the effect of
this boon has advantage on Wisdom
(Insight or Perception) checks. As a bonus
Fraz-Urb'luu
action, it automatically detects the location
of all illusions and hidden creatures within
15 feet of it.
Joy from Pain. Whenever a creature under
the effect of this boon suffers a critical hit,
Graz'zt
it can make one melee weapon attack as a
 reaction.
Liquid Movement. As an action, a creature
Sometimes, situations may arise where player characters under the effect of this boon can move up
may be charged with taking command of a horde. This to 20 feet through spaces no more than an
section presents magic items designed for use for Juiblex
inch in diameter. It must end this
commanders, as well as rules for training a horde. movement in a space that can
accommodate its full size. Otherwise, it
takes 5 force damage and returns to the
 space where it began this movement.
These items are presented in alphabetical order. Undying Soul. If a creature under the effect
of this boon is reduced to 0 hit points, it
 immediately makes a DC 10 Constitution
Wondrous item, rare Orcus saving throw. If it succeeds, it is instead
reduced to 1 hit point. Once it has done
A banner is a flag or piece of cloth that bears a symbol or so, it can't use this ability again until it
logo, used for rallying soldiers and coordinating military finishes a short or long rest.
maneuvers. It can be attached to or removed from a glaive,
halberd, pike, quarterstaff, or spear as an action. Rampage. When a creature under the effect
A banner is an object with AC 15 and 20 hit points. If it is Yeennoghu
of this boon reduces a creature to 0 hit
points with a melee attack on its turn, it
reduced to 0 hit points, it is destroyed. can take a bonus action to move up to half
The following banners have additional properties. its speed and make one melee attack.
Commander's Banner. While you are holding the banner,
you gain the following benefits when you use your Legendary Spore Kissed. A creature under the effect of
Action to command a horde: this boon is immune to poison, as well as
to the charmed and frightened conditions.
Zuggtmoy
When you command a horde to attack, it deals 1d8 In addition, if it is reduced to 0 hit points,
additional damage with its weapon attack. each creature within 10 feet of it takes
When you command a horde to move, roll a d8. The horde 1d6 poison damage.
gains a bonus to its Armor Class equal to the result until it
stops moving.
When you rally a horde, the number of temporary hit
points it gains increase by 1d8.
 
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
Rallying Banner. As a bonus action while you are holding the banner from the ground as a bonus action on your
the banner, you can call for your allies to rally around you. subsequent turns.
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
Righteous Banner (requires attunement by a cleric or of you gains half cover against effects that originate from
paladin). As a bonus action while you are holding the banner, beyond 30 feet of you.
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
Stalwart Banner. As a bonus action while you are holding normal). If a creature ends the spell on itself by making an
the banner, you can inspire resolution in those around you. attack, casting a spell that affects an enemy, or dealing
Each creature of your choice within 30 feet of you gains damage to another creature, the spell ends for each affected
temporary hit points equal to your Charisma modifier and creature, and can't be used again until the next dawn.
has advantage on saving throws against being charmed or
frightened made before the start of your next turn.

BOOK OF HORDES
16
 
When a player character is tasked with commanding a horde, The horde gains the following action:
he or she can utilize downtime in order to train the horde, Intimidate. As an action while the horde's commander is
strengthening it, fitting it with gear, or otherwise teaching it within 30 feet of it, the horde can let loose a battle cry,
new abilities. instilling fear in those around it. Each creature of the horde's
Resources. Following the examples in Xanathar's Guide to choice within 60 feet of the horde that can hear it must
Everything, training a horde typically takes at least ten succeed on a Wisdom saving throw or become frightened of
workweeks, but this time is reduced by a number of the horde for 1 minute. A creature can repeat the saving
workweeks equal to the commander's Intelligence modifier throw at the end of each of its turns, ending the effect on
(an Intelligence penalty doesn't increase the time needed). itself on a success. If a creature's saving throw is successful
Training requires providing the horde salary every workweek, or the effect ends for it, the creature is immune to the horde's
with a suggested cost of 250 gp per workweek. Once this Intimidate for the next 24 hours.
training is complete, the horde gains one of the options The DC for this saving throw is equal to 8 + the horde's
detailed in the Training Options section. proficiency bonus + the commander's Charisma modifier.
Complications. Complications that arise while training 
may relate to the horde's morale or capability. Every ten The horde gains the following ability:
workweeks spent in training brings a 10 percent chance of a Overwatch. When the horde uses its Multiattack action, it
complication, examples of which are on the Horde Training can forgo one attack in order to make a Wisdom (Perception)
Complications table. check. Additionally, if the horde spots a creature that emerges
from hiding before the start of its next turn, it can use a
reaction to make a single weapon attack against the creature.
Horde Training Complications
d6 Complication

The horde gains the following ability:
1
The horde grows mutinous and seeks out a new Restrain. When the horde grapples a Large or smaller
commander. creature, the creature is restrained until the grapple ends.
1d6 members of the horde have had enough, and
defect from the horde. The horde's hit points are 
2
reduced by a number equal to the sum of the The horde gains the following ability:
individual creatures' hit point maximums, and the Shelter. When the horde takes the Dodge action, creatures
horde's can't regain these lost hit points until in the horde's space gains half cover against effects that
replacement members are found. originate outside the horde's space.
Disease, low morale, or a similar setback besets the
3
horde, setting training back 1d6 weeks. 
If the horde does not already have the Stampede ability, it
The horde's equipment is damaged or the horde gains it, which reads:
4 causes damage to public structures, costing
10d10 gp in order to be repaired.
Stampede. When the horde moves through the space of a
Large or smaller creature, the horde can force the creature to
An intense divide forms between members of the make a Strength saving throw. On a failed save, the creature
5 horde, leaving the horde unwilling to train until the is knocked prone.
conflict is resolved. The DC for this saving throw is equal to 8 + the horde's
A member of the horde is a spy, sent to learn the proficiency bonus + the horde's Strength modifier.
6
horde's plans and weaknesses.

The horde gains proficiency with a skill of the commander's
choice. The commander must be proficient with the skill in
 order to complete this training. Update the horde's statistics
These training options are presented in alphabetical order. to reflect the new proficiency.
 
One of the horde's ability scores increases by 1. Update the The horde gains the following ability:
horde's statistics to reflect the change in ability score. Tend the Wounded. When the horde uses its Multiattack
action, it can forgo one attack in order to attempt to stabilize
 a creature within its space. The horde can use this ability to
The horde gains the following ability: tend to one of its own.
Hold the Line. When a creature enters the horde's space, 
the horde can use its reaction to take an opportunity attack
against the creature. Additionally, the horde's space is The horde gains proficiency with a weapon of your choice.
considered difficult terrain for creatures of the horde's 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
17
 
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