The Black Friday Horde | Monster for Dungeons & Dragons Fifth Edition

Every year, just after Highharvesttide, on a day called “Black Friday” they come: the horde. Eyes glazed over, claws outstretched, these mindless, shambling creatures know only avarice. On an endless search for anything it can get their hands on–especially magic items–the horde tramples over anything and anyone that dares stand in its path. And after it’s done tearing apart one place, it moves on to another.

Are they undead? Are the enchanted humanoids? Or are they just a force of nature? No one knows. The only clues we have to go on are that they begin to disappear sometime around the Midwinter Festival. And for that we give thanks.

Undead Nature. The horde does not require air, food, drink, or sleep.

The Black Friday Horde

Gargantuan horde of Medium undead, unaligned


Armor Class 10

Hit Points 277 (15d20 + 105)

Speed 50 ft.


Abilities Str 24 (+7), Dex 10 (+0), Con 24 (+7), Int 3 (-4), Wis 6 (-2), Cha 5 (-3)


Saving Throws Wis +4

Damage Immunities poison; bludgeoning, piercing, slashing

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned

Senses darkvision 60 ft., passive Perception 9

Languages understands the languages it knew in life but can’t speak

Challenge 19 (22,000 XP)


Horde. The horde can occupy a Large or smaller creature’s space and vice versa, and the horde can move through any opening large enough for a Medium zombie. The horde can’t regain hit points or gain temporary hit points.

Sense Magic Items. The horde senses magic items within 300 feet of it at will. This trait otherwise works like the detect magic spell targeting items only but isn’t itself magical.

Trample. Whenever the horde enters or starts its turn in another creature’s space, the creature must make a DC 23 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the horde. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the horde enters the creature’s space, and the creature takes 35 (10d6) bludgeoning damage and is knocked prone. If a creature tries to stand up from the prone position while in the same space as the horde, it must succeed on a DC 23 Strength saving throw or remain prone.

Undead Fortitude. If the horde takes damage, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the horde takes no damage instead.


Actions

Rend. Melee Weapon Attack: +13 to hit, reach 0 ft., one target in the horde’s space. Hit: 35 (10d6) bludgeoning damage or 17 (5d6) bludgeoning damage if the horde has half of its hit points or fewer. If the target is a creature that is wielding or carrying magic items, it must succeed on a DC 23 Dexterity or Strength saving throw (the creature’s choice) or have the horde steal all of its magic items. The creature may reclaim its magic items once the horde is incapacitated or destroyed.

 

Happy shopping everyone!

Hope you enjoyed this jab at early holiday shoppers. I’m more of a “Cyber Monday” guy myself. Perhaps I’ll have to create another monster come Monday?

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See you next time!

Art by Games Workshop.

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