Medium Outsider (Chaotic, Evil, Extraplanar)
Initiative +6 (+2 Dexterity, +4 Improved Initiative); Senses darkvision 60 ft., low-light vision, scent; Listen +8, Spot +8
Armor Class 19, touch 12, flat-footed 17 (+2 Dexterity, +7 natural)
Hit Points 39 (6d8+12)
Fortitude +9, Reflex +9, Will +4
Damage Reduction 5/lawful; Immune mind-affecting effects; Spell Resistance 16
Speed 30 ft. (6 squares), swim 30 ft.
Melee 2 claws +8 melee (1d6+2) and tail attack +3 melee (1d6+1)
Space 5 ft.; Reach 5 ft.
Strength 14, Dexterity 14, Constitution 14, Intelligence 8, Wisdom 8, Charisma 8
Base Attack +6; Grapple +8
Feats Great Fortitude, Improved Initiative, Lightning Reflexes
Skills Climb +11, Hide +11, Intimidate +8, Jump +11, Listen +8, Move Silently +11, Spot +8, Swim +10
Special Qualities water breathing
Water Breathing (Ex) The hordling can breathe underwater indefinitely and can freely use its abilities while submerged.
Skills The hordling has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Environment Gray Waste of Hades, Tarterian Depths of Carceri, Windswept Depths of Pandemonium, or the Infinite Layers of the Abyss
Organization Solitary [Material Plane], pair, band (3-12), or horde (13+) [Outer Plane]
A rough and scaly, muscular, orange-yellow visage appears before you, wrinkled and seamed, its knobby back standing upon four long, multi-jointed legs with suckered feet, waving a short tail. From an ovoid head adorned with feathers, resting upon a thick neck, thrust forward, it sees you with two small, stalked metallic eyes, hears you with two normal, human ears, smells you without a nose, and hungers for you with a maw of crushing teeth. The beast reaches out with its short, thick arms, seeking to tear you apart with cruel, pincered hands.
The hordlings are fiends of varied form, power, and appearance. They have in common hideousness and hatefulness, and roam the reaches of the fiendish planes, preying upon all things, including one another. The strong slay and devour the weak. They sometimes serve under strong leaders like night hags or yugoloths, but are in general untrustworthy, rebellious, and quarrelsome. Three types of hordlings are known to exist—the sinister and morbid soldiers of the Gray Waste of Hades, the brutish and violent thugs of the Tarterian Depths of Carceri, and the insane and murderous lunatics of the Windswept Depths of Pandemonium. All three types can be encountered with some frequency on certain layers of the Abyss as well. To a non-hordling, the differences between these three types are indistinguishable, and they certainly have no tangible effect on their game statistics, yet hordlings immediately recognize hordlings from other planes, and it is for these fellow fiends that their deepest hatreds are reserved.
A few rare artifacts, such as Arodnap's Box and the ruinous Bringer of Doom are linked to the hordlings and can transport them in large numbers to other planes.
Hordlings speak Abyssal, and may know other languages as well.
Hordlings are combat brutes. They often have special attacks and defenses that augment their skills in a battle, but no hordling has innate spell-like abilities. This immediately sets them apart from most other fiends like demons and devils. A specific hordling's combat tactics must of course be dictated by the nature of its attacks, but in general, these creatures prefer to charge directly into melee and tear into their victims.
A hordling's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
1st ed. Monster Manual II, p.75
2nd ed. Monstrous Compendium Outer Planes Appendix, p.48
2nd ed. Planescape™ Monstrous Compendium Appendix, p.54
3rd ed. Dungeon Magazine #124 July 2005, p.97