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Horde

by Sheldon Morris

I am at the Horde in the RC (and have been for quite some time as posted previously done conversions) and am really not sure how to handle this creature. I obviously don't want to do a dozen versions, as in the RC. I'm thinking (after quite a long while now) about perhaps doing 3 versions - one for each size; small, medium, large. Let me know if this sounds like a decent plan or if you have any others.

HORDE (MEDIUM)

Medium aberration, lawful evil
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Armour Class 16 (natural armour)
Hit Points 32 (5d8 + 10)
Speed 30 ft., climb 30 ft.
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STR|DEX|CON|INT|WIS|CHA
16 (+3)|11 (+0)|15 (+2)|15 (+2)|11 (+0)|7 (-2)
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Vulnerabilities fire
Damage Immunities psychic
Condition Immunities charmed, frightened, paralyzed, stunned, unconscious
Senses passive Perception 10
Languages telepathy 120 ft.
Challenge 2 (450 XP)
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Disposable Bodies. The horde has disadvantage on any saving throw it must make.

Innate Spellcasting. The horde's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells as a bonus action, requiring no components:

At will: detect thoughts, telekinesis

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ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (1d12 + 3) bludgeoning damage.

HORDE (LARGE)

Large aberration, lawful evil
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Armour Class 16 (natural armour)
Hit Points 85 (10d10 + 30)
Speed 30 ft., climb 30 ft.
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STR|DEX|CON|INT|WIS|CHA
19 (+4)|10 (+0)|17 (+3)|15 (+2)|11 (+0)|7 (-2)
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Vulnerabilities fire
Damage Immunities psychic
Condition Immunities charmed, frightened, paralyzed, stunned, unconscious
Senses passive Perception 10
Languages telepathy 120 ft.
Challenge 4 (1,100 XP)
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Disposable Bodies. The horde has disadvantage on any saving throw it must make.

Innate Spellcasting. The horde's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells as a bonus action, requiring no components:

At will: detect thoughts, telekinesis

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ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 17 (2d12 + 4) bludgeoning damage.

HORDE (HUGE)

Huge aberration, lawful evil
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Armour Class 16 (natural armour)
Hit Points 133 (14d12 + 42)
Speed 30 ft., climb 30 ft.
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STR|DEX|CON|INT|WIS|CHA
23 (+6)|9 (-1)|17 (+3)|15 (+2)|11 (+0)|7 (-2)
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Vulnerabilities fire
Damage Immunities psychic
Condition Immunities charmed, frightened, paralyzed, stunned, unconscious
Senses passive Perception 10
Languages telepathy 120 ft.
Challenge 7 (2,900 XP)
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Disposable Bodies. The horde has disadvantage on any saving throw it must make.

Innate Spellcasting. The horde's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells as a bonus action, requiring no components:

At will: detect thoughts, telekinesis

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ACTIONS
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 25 (3d12 + 6) bludgeoning damage.

Notes: Remember that many of these creature bodies make up a single Horde being. The Rules Cyclopedia states that "one horde life force can control up to 10,000 Hit Dice of bodies". I would suggest reducing that down to perhaps 1,000 for 5E. The horde life force will not die until every one of its bodies are destroyed.
The original RC Horde entry has its HD ranging from 3, all the way through to 21, representing one foot in length for each HD. I decided to simply create three versions, one for each size category - the variations in hit points (either through rolling or assigning) can represent the variations in size within each category.