Horde Riot

Horde Riot CR 8

These monstrous humanoids charge forward with murder in their eyes, clawed or calloused hands reaching out to bash you unconscious!

XP 4,800
CN Medium monstrous humanoid (swarm)
Init +4; Senses darkvision 60 ft.; Perception +13

DEFENSE

AC 13, touch 10, flat-footed 13 (+3 armor)
hp 135 hp (10d10+80)
Fort +12, Ref +7, Will +7
Defensive Abilities swarm traits

OFFENSE

Speed 20 ft.
Melee swarm (4d6+9)
Space 20 ft. (four contiguous 5 ft. squares); Reach 0 ft.
Special Attacks mass grapple, riot charge (2d6 bludgeoning, Reflex DC 21 halves)

TACTICS

Before Combat Horde riots can be spontaneously spawned, triggered by public spectacle; otherwise they are extremely easy to see and hear from afar and rarely make any attempt at Stealth.

During Combat Horde riots are simple-minded in their tactics, slamming into opponents and grappling them into submission (and either unconsciousness or—if they’re really riled up—dismemberment and death). Horde riots are extremely tenacious, following enemies on top of buildings or across streams and rivers.

Morale Horde riots continue fighting until they reach 0 hp, at which point the remaining members of the swarm disperse into 1d10+3 monstrous humanoids of 6 HD or less (all at half hp).

STATISTICS

Str 22, Dex 11, Con 24, Int 10, Wis 10, Cha 10
Base Atk +10; CMB +16 (+18 bull rush/overrun); CMD 26 (30 vs. bull rush/overrun)
Feats Improved Initiative, Great Fortitude, Improved Bull Rush, Improved Overrun, Toughness
Skills Acrobatics +10, Climb +14, Perception +13, Survival +13, Swim +14
SQ anatomy of a riot

SPECIAL ABILITIES

Anatomy of a Riot (Ex)

Unlike swarms, horde riots are made up of a comparatively small number of individual creatures. Melee attacks affect horde riots normally and they lose the distraction special ability, but their swarm damage is increased to 4d6 and they add +1 1/2 Strength modifier to swarm damage.

Effects that target specific numbers of creatures can have an effect on a horde riot. For every individual creature that is incapacitated by spells or effects that target specific creatures, the Hordenheim riot gains two negative levels.

A horde riot that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points.

Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration) but never result in permanent level loss.

Mass Grapple (Ex)

A horde riot is able to make a combat maneuver check as a standard action to give creatures within squares it occupies the grappled condition. A creature so affected by a horde riot needs to make a successful combat maneuver check or Escape Artist check against the swarm’s CMD to remove the condition (a standard action).

Riot Charge (Ex)

When a horde riot moves over a creature but does not end the turn in its space, the creature takes 2d6 points of bludgeoning damage. A creature may choose to take an attack of opportunity against the horde riot or attempt a DC 21 Reflex save for half damage.

ECOLOGY

Environment urban
Organization solitary or pair
Treasure unique (50 studded leather armor)

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson

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