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The Book of Hordes

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,
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.
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 .......................................................................3 Second, the players no longer have to micro-manage enemy
After Shock Wind Event: Eedenartwork ....................................5 targeting, and are presented with a dynamic and interesting
The Angry Mob: Odinoir .................................................................6 foe, all while not being entirely overwhelmed through sheer
Human Zombie Horde: texahol ....................................................7 numbers in action economy.
Army of the Dead: T-RexJones ...................................................... 8
Rise of The Horde Sarnuk: Stanton Feng .................................9 Commanders
Hobgoblin, 4e Monster Manual: Steve Prescott ................... 10 The "Commanders" section of this book presents mechanics
Yeenoghu's Hordes: Chris Campbell (Skeeziks) .....................11 that can be attached to regular monsters that do not fit into
Army: WhoAmI01 ...........................................................................12 hordes, but that the DM still wishes to influence the horde in
Wolves & Trees: Donovan Valdes ...............................................13 some way. These mechanics are simple and generally
The Great Banner: Timothée MATHON ..................................14 universal, and can be made to function with a variety of
Very Fluffy: Dominik Mayer .........................................................15 different monsters. Each horde in the "Hordes" section also
suggests a few creatures that typically serve as commanders
Table of Contents for such hordes.
Commanders .............................................................................3 A variety of methods to depose a commander are also listed,
to provide DMs with inspiration and guidelines if the players
Hordes ........................................................................................... 4 decide they would rather not face a horde head-on.
Optional Rules ....................................................................................5
Mobs .....................................................................................................6 Hordes
The Undead ........................................................................................ 7 The "Hordes" section presents the rules for turning a group of
Orcs ...................................................................................................... 9 monsters into a single horde, and provides nine example
Hobgoblin ..........................................................................................10 hordes. These examples are ready for use in combat, but also
Gnolls .................................................................................................11 are presented as guides to help DMs create their own unique
Armies ............................................................................................... 12 hordes, using other creatures.
Beasts ................................................................................................ 13  
Options for Players .......................................................14
Magic Items ......................................................................................14
Training Hordes ...............................................................................16 Other Formats
This book can be found in Imgur and 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 pack 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
Commanders Optional Rule: Coup D'état
In order to remain in command, a commander must
In combat, hordes are often accompanied by powerful maintain its authority over the horde. Conversely, a
individuals which serve to direct and empower the horde by commander that loses the trust or respect of the
serving as a commmander. These creatures should roll horde will find its control slipping away. When
initiative as individuals. confronting a horde and commander, there are
many methods to bring about a commander's fall
Commander Eligibility 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 others inflicting an even more powerful enchantment upon
will follow the wisest tactician. Generally, combat prowess the horde. Alternatively, an enchantment could be
and charisma are used to determine the eligibility of a placed on the commander, thereby using the
commander. commander's influence to exert control the horde
Examples of such creatures include the orc war chief, 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
Commander Features denigration of the commander's character can be
used to weaken its authority over a horde. Attempts
While a commander is within 60 feet of a horde it commands, to slander the commander's name will naturally not
the commander can take 1 legendary action, choosing from go unchallenged, and may result in a contested skill
the options below, at the end of another creature's turn. The check involving a Charisma skill between the
commander regains the spent legendary action at the start of commander and slanderer. Depending on the
its turn. 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
3
Horde Features
Hordes 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 track. to 12 × the hit points of an individual monster.
The rules for hordes established here serve to mitigate these Ability Score Increase. The horde's Strength score
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 the
number of similar or identical creatures, a single horde can be Dungeon Master's Guide (p. 273) for more information on
used to replace them. calculating a monster's challenge rating.
Horde Eligibility Conditional Immunities. The horde gains immunity to the
following conditions: charmed, frightened, grappled, paralyzed,
The system for hordes requires certain conditions for the poisoned, petrified, prone, restrained, stunned.
creatures that compose a horde in order to function optimally. Horde. The horde can occupy another creature's space and
The conditions for these creatures are presented in vice versa, and the horde can move through any opening large
alphabetical order. enough for an individual creature within the horde.
Additionally, the horde is immune to any spell or effect that
Homogeneity would alter its form.
The hordes presented here are meant to represent groups of Reactive. The horde can take one reaction on every turn
identical creatures, working as a collective. As such, making a in combat.
single horde represent a varied group of creatures can lead to Multiattack. The horde makes four attacks, or two attacks
complications. This is to maintain the mechanical simplicity if the horde has half its hit points or fewer. If the individual
of the horde, and to keep it simple for DMs to use. creatures in a horde originally had the Multiattack action, the
With careful consideration, this rule can be lifted, so long as horde does not gain the individual's Multiattack action.
the mechanical simplicity of the horde is maintained.
Optional Features
Mindset Some hordes can get the following features as well.
Not all creatures lend themselves well to working in groups. Stampede. When the horde moves through the space of a
While a horde of berserkers may be able to rampage happily creature that is no more than one size larger than an
together, a group of spies would likely not function as well individual member of the horde, it must succeed on a
working as a horde as they would working as individuals. Strength saving throw or be knocked prone. The DC of this
Thus, hordes should consist of creatures that benefit from saving throw is equal to 8 + the horde's proficiency bonus +
working as a unit, and that have the capacity to do so. the horde's Strength modifier. For example, a horde of
Medium orcs can trample a Large dire wolf.
Size Area of Effect Attack. Each creature of the horde's choice
The hordes presented here are meant to represent a large within the horde's space, or within a 10-foot radius sphere
number creatures working as a collective. centered on a point within a ranged weapon's range, must
A horde of Small or Medium creatures is sized as make a Dexterity saving throw. On a failed save, a creature
Gargantuan, taking up a 20 foot by 20 foot area on a map. takes damage equal to 8 times an individual creature's
This size accommodates up to 16 Medium creatures, without weapon dice, or 4 times an individual creature's weapon dice
overlap. Thus, hordes of Small or Medium creatures should if the horde has half its hit points or fewer. On a successful
represent no more than 16 individual creatures. save, it takes half as much damage. The DC of this saving
Creatures that are Large or larger are difficult to fit into throw is equal to 8 + the horde's weapon attack bonus.
hordes, and should be treated as individual combatants.
Groups of Tiny creatures should be treated as swarms, not Adapting Special Abilities
hordes. Examples of such swarms include swarm of rats, Certain abilities that an individual monster might possess are
swarm of quippers, and swarm of insects, among others. troublesome to integrate into a horde if run as is. Below are
examples of some individual abilities, adapted to suit a horde.
Spellcasting Pack Tactics. The horde has advantage on attack rolls
Creatures with the ability to cast spells, either innately or against creatures in its space.
through levels in a spellcasting class, should be treated as Undead Fortitude. The horde has resistance to all damage
individual combatants. This is to maintain the limitations of that is not radiant or from a critical hit.
spell slots, as spells can be extremely powerful tools that alter Turn Resistance. If a horde is composed of undead
the face of the battlefield. creatures, it gains this ability. The horde has advantage on
With careful consideration, this rule can be lifted, so long as saving throws against any effect that turns undead.
the spells and spell slots available to a horde of spellcasters Additionally, the horde can be affected by the Destroy Undead
are carefully selected. 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
4
Optional Rules Horde as a Creature Generator
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.
Area of Effects and Many Targets The creature acts on the horde's initiative.
Although hordes are immune to many conditions as a group, Grappling a Horde
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 an to the hit points of an individual member, and an individual
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 Survivors
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 include targets a large area, the DM can have it make a Constitution
fireball, fear, mass suggestion, weird, and mass polymorph, saving throw to determine any survivors. The DC is equal to 5
among others. + the damage taken. On a successful save, the DM can then
Powerful Commanders 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
5
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 citizenry opening large enough for a Medium commoner.
may pick up their torches and pitchforks and set out on a good Additionally, the horde is immune to any spell or effect
ol' riot. They are typically lead by a charlatan or folk hero. that would alter its form.
Reactive. The horde can take one reaction on every turn
Mob in combat.
Gargantuan horde of medium humanoids, Stampede. When the horde moves through the space of
chaotic neutral a Large or smaller creature, the horde can force the
creature to make a DC 13 Strength saving throw. On a
failed save, the creature is knocked prone.
Armor Class 10
Hit Points 52 (5d20 + 0) Torches. The mob sheds bright light in a 20-foot radius
Speed 30 ft. and dim light for an additional 20 feet.
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.
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, prone, restrained, stunned
Senses passive Perception 10 Torch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Languages Common target. Hit: 5 (1d4 + 3) fire damage.
Challenge 1 (200 XP) Rock. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
one target. Hit: 5 (1d4 + 3) bludgeoning damage.

BOOK OF HORDES
6
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
Gargantuan horde of medium undead, neutral evil
Reactive. The horde can take one reaction on every turn
Armor Class 8 in combat.
Hit Points 270 (20d20 + 60)
Speed 20 ft. Stampede. When the horde moves through the space of
a Large or smaller creature, the horde can force the
creature to make a DC 14 Strength saving throw. On a
STR DEX CON INT WIS CHA failed save, the creature is knocked prone.

18 (+4) 6 (–2) 16 (+3) 3 (–4) 6 (–2) 5 (–3) Turn Resistance. The horde has advantage on saving
throws against any effect that turns undead.
Additionally, the horde can be affected by the Destroy
Saving Throws Wis +2 Undead feature regardless of CR limits, but has
Damage Immunities poison advantage on the saving throw against it and is not
Condition Immunities charmed, frightened, grappled, destroyed on a failed save. Instead, it takes radiant
paralyzed, poisoned, petrified, prone, restrained, damage equal to 5 × the cleric's level on a failed save,
stunned or half as much damage on a success.
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
7
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, poisoned, petrified, prone, restrained,
stunned
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
8
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 of
Armor Class 13 (hide armor) 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, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 10 Bloodbath. Each creature of the horde's choice in the
Languages Common, Orc horde's space must make a DC 17 Dexterity saving
Challenge 7 (2900 XP) throw. On a failed save, a creature takes 52 (8d12)
slashing damage, or 26 (4d12) slashing damage if the
horde has half its hit points or fewer. On a successful
Aggressive. As a bonus action, the horde can move up save, it takes half as much damage.
to its speed toward a hostile creature that it can see.
Volley. The horde launches a volley of javelins at a point
Horde. The horde can occupy another creature's space within 60 feet of it. Each creature of the horde's choice
and vice versa, and the horde can move through any in a 10-foot-radius sphere centered on that point must
opening large enough for a Medium orc. Additionally, make a DC 17 Dexterity saving throw. On a failed save,
the horde is immune to any spell or effect that would a creature takes 28 (8d6) piercing damage, or 14 (4d6)
alter its form. 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
9
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 of
hobgoblin captain, with the hobgoblin warlord often 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
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, prone, restrained, stunned Volley. The horde launches a volley of arrows at a point
Senses darkvision 60 ft., passive Perception 10 within 150 feet of it. Each creature of the horde's
Languages Common, Goblin choice in a 10-foot-radius sphere centered on that
Challenge 8 (3900 XP) point must make a DC 15 Dexterity saving throw. On a
failed save, a creature takes 36 (8d8) piercing damage,
Martial Advantage. A melee weapon deals one extra die or 18 (4d8) piercing damage if the horde has half its hit
of its damage when the horde attacks with it (included points or fewer. On a successful save, it takes
in the attack). half as much damage.
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
10
Gnolls
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.
Pack of Gnolls Stampede. When the horde moves through the space of
Gargantuan horde of medium humanoids, chaotic evil a Large or smaller creature, the horde can force the
creature to make a DC 16 Strength saving throw. On a
Armor Class 15 (hide armor, shield) failed save, the creature is knocked prone.
Hit Points 262 (25d20 + 0)
Speed 30 ft. Actions
Multiattack. The horde makes four spear attacks, or two
spear attacks if the horde has half its hit points or
STR DEX CON INT WIS CHA fewer.
20 (+5) 12 (+1) 11 (+0) 6 (–2) 10 (+0) 7 (–2)
Spear. Melee or Ranged Weapon Attack: +8 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5)
Condition Immunities charmed, frightened, grappled, piercing damage.
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 10 Frenzy. Each creature of the horde's choice in the
Languages Common, Gnoll horde's space must make a DC 16 Dexterity saving
Challenge 8 (3900 XP) throw. On a failed save, a creature takes 28 (8d6)
piercing damage, or 14 (4d6) piercing damage if the
Rampage. When the horde reduces a creature to 0 hit horde has half its hit points or fewer. On a successful
points with a melee attack on its turn, the horde can save, it takes half as much damage.
take a bonus action to move up to half its speed and Volley. The horde launches a volley of spears at a point
use its Frenzy. within 60 feet of it. Each creature of the horde's choice
in a 10-foot-radius sphere centered on that point must
Horde. The horde can occupy another creature's space make a DC 16 Dexterity saving throw. On a failed save,
and vice versa, and the horde can move through any a creature takes 28 (8d6) piercing damage, or 14 (4d6)
opening large enough for a Medium gnoll. Additionally, piercing damage if the horde has half its hit points or
the horde is immune to any spell or effect that would fewer. On a successful save, it takes half as much
alter its form. damage.

BOOK OF HORDES
11
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

Armor Class 13 (leather armor)


Squad of Infantrymen 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, prone, restrained, stunned
19 (+4) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) Senses passive Perception 13
Languages Any one language (usually common)
Challenge 3 (700 XP)
Skills Athletics +7
Condition Immunities charmed, frightened, grappled,
Horde. The horde can occupy another creature's space
paralyzed, petrified, prone, restrained, stunned
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
Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one within 150 feet of it. Each creature of the horde's
target. Hit: 9 (1d10 + 4) piercing damage. choice in a 10-foot-radius sphere centered on that
point must make a DC 12 Dexterity saving throw. On a
Pike Wall. Each creature of the horde's choice within 10 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 hit
throw. On a failed save, a creature takes 44 (8d10) points or fewer. On a successful save, it takes half as
piercing damage, or 22 (4d10) piercing damage if the much damage.
horde has half its hit points or fewer. On a successful
save, it takes half as much damage.

BOOK OF HORDES
12
Beasts 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 pack. paralyzed, petrified, prone, restrained, stunned
These packs are often lead by dire wolves. 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)

Horde. The horde can occupy another creature's space


Pack of Wolves and vice versa, and the horde can move through any
opening large enough for a Medium wolf. Additionally,
Gargantuan horde of medium beasts, unaligned
the horde is immune to any spell or effect that would
alter its form.
Armor Class 13 (natural armor)
Hit Points 138 (12d20 + 12) Pack Tactics. The horde has advantage on attack rolls
Speed 40 ft. against creatures in its space.
Reactive. The horde can take one reaction on every turn
STR DEX CON INT WIS CHA 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
13
   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 action, it
Fraz-Urb'luu
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
Options for reaction.
Liquid Movement. As an action, a creature

Players under the effect of this boon can move up


to 20 feet through spaces no more than an
inch in diameter. It must end this
Juiblex
Sometimes, situations may arise where player characters may movement in a space that can
be charged with taking command of a horde. This section accommodate its full size. Otherwise, it
presents magic items designed for use for commanders, as takes 5 force damage and returns to the
well as rules for training a horde. space where it began this movement.
Undying Soul. If a creature under the effect
Magic Items of this boon is reduced to 0 hit points, it
immediately makes a DC 10 Constitution
These items are presented in alphabetical order. Orcus saving throw. If it succeeds, it is instead
reduced to 1 hit point. Once it has done so,
War Banner it can't use this ability again until it finishes
Wondrous item, rare a short or long rest.
A banner is a flag or piece of cloth that bears a symbol or logo, Rampage. When a creature under the effect
used for rallying soldiers and coordinating military of this boon reduces a creature to 0 hit
maneuvers. It can be attached to or removed from a glaive, Yeennoghu points with a melee attack on its turn, it can
halberd, pike, quarterstaff, or spear as an action. take a bonus action to move up to half its
A banner is an object with AC 15 and 20 hit points. If it is speed and make one melee attack.
reduced to 0 hit points, it is destroyed. Spore Kissed. A creature under the effect of
The following banners have additional properties. this boon is immune to poison, as well as
Commander's Banner. While you are holding the banner, Zuggtmoy
to the charmed and frightened conditions.
you gain the following benefits when you use your Legendary In addition, if it is reduced to 0 hit points,
Action to command a horde: each creature within 10 feet of it takes 1d6
poison damage.
When you command a horde to attack, it deals 1d8
additional damage with its weapon 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
stops moving.
When you rally a horde, the number of temporary hit
points it gains increase by 1d8.
BOOK OF HORDES
14
    Gruumsh's Banner (requires attunement by a half-orc or Storm King's Banner. When a creature within 30 feet of you
orc). As a bonus action while you are holding the banner, you takes lightning damage, the electricity is instead directed
can call allies to surge forward. Each creature of your choice toward this magical banner. The creature takes no damage,
within 30 feet of you can use its reaction to move up to its and the banner instead takes the lightning damage. As a
speed toward a hostile creature that you can see, and deals bonus action while you are holding the banner, you can plant
1d8 additional damage when it hits with a weapon attack until the banner in the ground. While the banner is planted in dirt
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. Until Weathering Banner. While you are holding the banner,
the start of your next turn, each fiend or undead creature creatures of your choice within 30 feet from you do not suffer
within 30 feet of you has disadvantage on ability checks and the effects of extreme weather, and ignore nonmagical difficult
saving throws. 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 the
advantage on saving throws against spells or other magical effect of the sanctuary spell (save DC 15), which lasts until the
effects, and has resistance to damage from spells. banner is lowered (the spell can end early as normal). If a
Stalwart Banner. As a bonus action while you are holding creature ends the spell on itself by making an attack, casting a
the banner, you can inspire resolution in those around you. spell that affects an enemy, or dealing damage to another
Each creature of your choice within 30 feet of you gains creature, the spell ends for each affected creature, and can't
temporary hit points equal to your Charisma modifier and has be used again until the next dawn.
advantage on saving throws against being charmed or
frightened made before the start of your next turn.

BOOK OF HORDES
15
Training Hordes Intimidate
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 itself
(an Intelligence penalty doesn't increase the time needed). on a success. If a creature's saving throw is successful or the
Training requires providing the horde salary every workweek, 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 Overwatch
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
Restrain
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 Shelter
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. Stampede
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 is
5 horde, leaving the horde unwilling to train until the 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.
Skill Training
The horde gains proficiency with a skill of the commander's
choice. The commander must be proficient with the skill in
Training Options order to complete this training. Update the horde's statistics to
These training options are presented in alphabetical order. reflect the new proficiency.
Ability Score Training Tend the Wounded
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
Hold the Line 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 Weapon Training
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
14

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