D&D Fight Club
Kalaboah: Half-fiend/Half-ogre Blackguard
By Robert Wiese

Kalaboah has always been a bully and a tyrant, among his own kind (ogres) and to others. He inherited the worst fiendish attitudes. Tall even for an ogre, he is black-skinned and has large batlike wings. He wears armor decorated to enhance his fearsome appearance. Kalaboah has led many armies of ogres, gnolls, and even hill giants into battle. Usually he is victorious, but in all encounters he exacts a heavy price from his foes. He lives to cause despair and confusion.

Kalaboah is a good villain to place at the head of your giantish army, or a fiendish army. Though smaller than most giants, he can cow beings almost twice his size. Kalaboah usually has minions; he does not travel alone. His ferocity in battle and the extent of his cruelty should be whispered in villages long before the characters encounter him, as his infamy always precedes him. He can stand toe-to-toe with fighters, though he is stronger in melee at higher levels. He uses reach to his full advantage, threatening areas up to 20 feet away with his huge spear.

Here we offer three versions of Kalaboah, for varied challenge levels. He has taken about the shortest route to the Blackguard prestige class that he could, given that he started as an ogre. He is presented with magic items equivalent to the value of treasure that a party should earn fighting something of his challenge rating. Once you factor in minions, you might want to add some loot to the encounter.

1st level Rogue 1st level Rogue/4th level Fighter/1st level Blackguard 1st level Rogue/4th level Fighter/5th level Blackguard

Challenge Rating: 5

Challenge Rating: 10

Challenge Rating: 14

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Strength: 27

Strength: 27

Strength: 27

Dexterity: 14

Dexterity: 14

Dexterity: 14

Constitution: 21

Constitution: 21

Constitution: 21

Intelligence: 14

Intelligence: 14

Intelligence: 14

Wisdom: 10

Wisdom: 11

Wisdom: 12

Charisma: 11

Charisma: 11

Charisma: 11

Languages: Giant, Common

Languages: Giant, Common

Languages: Giant, Common

Hit Dice: 4d8+1d6+25

Hit Dice: 4d8+1d6+5d10+50

Hit Dice: 4d8+1d6+9d10+70

Hit Points: 47

Hit Points: 99

Hit Points: 141

Initiative Modifier: +2 (+2 Dex, +4 Improved Initiative)

Initiative Modifier: +2 (+2 Dex, +4 Improved Initiative)

Initiative Modifier: +2 (+2 Dex, +4 Improved Initiative)

Speed: 30 ft., fly 30 ft. (average)

Speed: 30 ft., fly 30 ft. (average)

Speed: 30 ft., fly 30 ft. (average)

Armor Class: 20 (-1 size, +2 Dex, +6 natural, +3 armor)

Armor Class: 24 (-1 size, +2 Dex, +6 natural, +7 armor)

Armor Class: 24 (-1 size, +2 Dex, +6 natural, +7 armor)

Attacks:

  • Huge greatclub +11 melee (2d6+10) OR
  • Huge Longspear +5 ranged (2d6+10 [crit x3]) OR
  • 2 claws +10 melee (1d6+8), bite +5 melee (1d8+8)

Attacks:

  • Huge greatclub +17 melee (2d6+11) OR
  • Huge Longspear +11 ranged (2d6+10 [crit x3]) OR
  • 2 claws +15 melee (1d6+8), bite +10 melee (1d8+8)

Attacks:

  • Huge greatclub +23 melee (2d6+13 [crit 19-20]) OR
  • Huge Longspear +15 ranged (2d6+11 [crit x3], +2d6 vs good) OR
  • 2 claws +19 melee (1d6+8), bite +14 melee (1d8+8)

Face/Reach: 5 ft. x 5 ft./10 ft.

Face/Reach: 5 ft. x 5 ft./10 ft.

Face/Reach: 5 ft. x 5 ft./10 ft.

Saving Throws:

Fortitude +9

Reflex +5

Will +1

Saving Throws:

Fortitude +15

Reflex +6

Will +2

Saving Throws:

Fortitude +17

Reflex +7

Will +3

Skills: Balance +4, Climb +13, Concentration +7, Hide +7, Intimidate +2, Intuit Direction +2, Listen +5, Move Silently +7, Sense Motive +4, Spot +6.

Skills: Balance +4, Climb +13, Concentration +9, Hide +7, Intimidate +8, Intuit Direction +2, Listen +5, Move Silently +7, Sense Motive +6, Spot +8.

Skills: Balance +4, Climb +13, Concentration +9, Diplomacy +4, Handle Animal +4, Hide +9, Intimidate +12, Intuit Direction +3, Listen +6, Move Silently +7, Sense Motive +7, Spot +9.

Feats: Weapon Focus (greatclub)

Feats: Cleave, Great Cleave, Power Attack, Sunder, Weapon Focus (greatclub), Weapon Focus (longspear)

Feats: Cleave, Great Cleave, Improved Critical (greatclub), Power Attack, Sunder, Weapon Focus (greatclub), Weapon Focus (longspear)

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Use the following spells as spell-like abilities, cast as 5th level sorcerer: darkness 3 times per day, desecrate once per day, unholy blight once per day
  • Immune to poison
  • Acid, cold, fire, and electricity resistance 20
  • Sneak attack +1d6

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Use the following spells as spell-like abilities, cast as 10th level sorcerer: darkness 3 times per day, desecrate once per day, unholy blight once per day, poison 3 times per day, contagion once per day
  • Immune to poison
  • Acid, cold, fire, and electricity resistance 20
  • Sneak attack +1d6
  • Detect good at will
  • Poison Use: Does not risk poisoning himself

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Use the following spells as spell-like abilities, cast as 14th level sorcerer: darkness 3 times per day, desecrate once per day, unholy blight once per day, poison 3 times per day, contagion once per day, blasphemy once per day, unholy aura 3 times per day, unhallow once per day
  • Immune to poison
  • Acid, cold, fire, and electricity resistance 20
  • Sneak attack +2d6
  • Detect good at will
  • Poison Use: Does not risk poisoning himself
  • Smite good once per day: for one attack, add +5 damage
  • Command undead as 3rd level cleric
  • Aura of despair (Su): enemies within 10 ft. suffer a morale penalty to all saves
  • Spells: choose from this list, prepare as a cleric prepares spells:

1st levelcause fear, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.

2nd levelbull's strength, cure moderate wounds, darkness, death knell, inflict moderate wounds, shatter, summon monster II*.

* summon only evil creatures

Equipment: The bonuses for these items are included in the statistics above. +1 large leather armor, masterwork huge longspear, potion of jump, potion of detect thoughts

Equipment: The bonuses for these items are included in the statistics above. +2 large chain mail, +1 huge greatclub, masterwork huge longspear, potion of jump, potion of detect thoughts

Equipment: The bonuses for these items are included in the statistics above. +2 large chain mail, +3 huge greatclub, +1 huge unholy longspear

In the third version, at right above, Kalaboah gets a fiendish servant:

Fiendish Dire Rat Servant: Medium animal; HD 5d8+5; hp 28; Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 18 (+1 size, +3 Dex, +4 natural); Atks +4 melee (1d4+1, bite); SA disease, Smite Good; SQ Scent, darkvision 60 ft. range, cold and fire resistance 5, improved evasion, share spells with master, empathic link with master, share saving throws with master, speak with master; SR 2; AL CE; SV Fort +3, Ref +5, Will +3.
Str 12, Dex 17, Con 12, Int 7, Wis 12, Cha 4.
Skills: Climb +11, Hide +11, Move Silently +6. Feats: Weapon Finesse (bite).
SA: Smite Good-1/day can deal +1 damage against good foes. Disease successful bite inflicts disease, Fort save (DC 12), incubation period 1d3 days, temporary 1d3 Dexterity and 1d3 Constitution.
SQ: Scent—;can locate foes by smell. Improved evasion—if subject to spell allowing Ref save for half, takes no damage on successful save and half damage on failed save.

About the Author

Robert Wiese never knew his parents. He was raised by kindly middle-class people, and grew up on the mean streets of suburbia. There, he learned important life lessons, such as the quickest route to the mall on a bicycle, how to borrow the car, and how to hang Christmas lights on a two-story house. Later in life, he discovered D&D, and gave up on all outdoor activities. Now he lives like a hermit, coming out of his cave only to fix the Internet connection or go to work at Wizards of the Coast.


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