D&D Fight Club
Kum’hokh: Bugbear (Wereboar) Sorcerer/Priest of Hruggek
By Robert Wiese

Kum'hokh, a vile and disgusting bugbear (even among bugbears), has served his tribe as a priest of Hruggek for all of his adult life. Recently, his bugbear tribe was massacred, apparently by dwarves, while he was away with a small hunting expedition collecting slaves from the nearby halfling towns. When Kum'hokh discovered the slaughter, he vowed revenge on all dwarves -- and humans and just about anything else he runs across for good measure. Accordingly, he has gathered a band of goblins (all standard, per the Monster Manual and trained them to fight dwarves. He has also indoctrinated them into the worship of his god and the favored method of fighting under his religion: ambush followed by furious combat. Kum'hokh's minions never retreat, even when fighting superior numbers. They rely on ferocity, and Kum'hokh's considerable skills, to carry the day. Kum'hokh himself will retreat if his minions are slaughtered, as one cannot get revenge from beyond the grave (not in his thinking, anyway).

To use Kum'hokh in a campaign, you should introduce the idea of goblin raids on local settlements, especially dwarven ones. Caravans are also likely targets. Any raid that would kill more dwarves would be attractive to Kum'hokh. Because of his lycanthropic nature (in his more powerful versions), he can get into a fight and do a lot of damage. He prefers, however, to soften up a group of enemies and then wade in. If he can infect some with lycanthropy, he tries to do so. Kum'hokh can be used in a stand-alone fight, but you give up the elements of his background to do so.

Here we offer three versions of Kum'hokh, for varied challenge levels. He is presented with magic items equivalent to the value that a NPC of his level should have. Once you factor in minions, you might want to add some loot to the encounter. Below the versions, you will find the stats for his familiar and for his wereboar animal forms.

2nd level Sorcerer

2nd level Sorcerer/3rd level Cleric of Hruggek/Wereboar

2nd level Sorcerer/6th level Cleric of Hruggek/Wereboar

Challenge Rating: 4

Challenge Rating: 9

Challenge Rating: 12

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Strength: 15

Strength: 15

Strength: 15

Dexterity: 12

Dexterity: 12

Dexterity: 12

Constitution: 13

Constitution: 13

Constitution: 13

Intelligence: 10

Intelligence: 10

Intelligence: 10

Wisdom: 14

Wisdom: 15

Wisdom: 15

Charisma: 12

Charisma: 12

Charisma: 12

Languages: Goblin, Common

Languages: Goblin, Common

Languages: Goblin, Common

Hit Dice: 3d8 +2d4 +5

Hit Dice: 3d8 +2d4 +3d8+8

Hit Dice: 3d8 +2d4 +6d8 +11

Hit Points: 24

Hit Points: 41

Hit Points: 58

Initiative Modifier: +1 (Dex)

Initiative Modifier: +5 (+1 Dex, +4 Improved Initiative)

Initiative Modifier: +5 (+1 Dex, +4 Improved Initiative)

Speed: 30 ft

Speed: 30 ft

Speed: 30 ft

Armor Class: 16 (+1 Dex, +3 natural, +2 leather)

Armor Class: 18 (+1 Dex, +5 natural, +2 leather)

Armor Class: 18 (+1 Dex, +5 natural, +2 leather)

Attacks:

  • Morningstar +5 melee (1d8+3)
    OR
  • Javelin +3 ranged (1d6+2, range 30 ft.)

Attacks:

  • Morningstar +9 melee (1d8+4)
    OR
  • Javelin +5 ranged (1d6+2, range 30 ft.)

Attacks:

  • Morningstar +12 melee (1d8+45)
    OR
  • Javelin +7 ranged (1d6+2, range 30 ft.)

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

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

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

Saving Throws:
Fortitude +5 Reflex +5 Will +7

Saving Throws:
Fortitude +9 Reflex +7 Will +11

Saving Throws:
Fortitude +11 Reflex +10 Will +13

Skills Climb +2, Concentration +5 Hide +3 Listen +, Move Silently +6, Spot +5

Skills: Climb +2, Concentration +5, Heal +6, Hide +3, Knowledge (religion) +2, Listen +9, Move Silently +6, Search +4, Spot +9

Skills: Bluff +3, Climb +2, Concentration +7, Heal +8, Hide +3, Knowledge (religion) +2, Listen +9, Move Silently +6, Search +4, Spot +9

Feats: Alertness, Great Fortitude

Feats: Alertness, Great Fortitude, Improved Initiative

Feats: Alertness, Great Fortitude, Improved Initiative, Lightning Reflexes

Special Attacks/Qualities:

  • Sorcerer spells (6/5 per day):
    0 lvl (5)—daze, detect magic, ghost sound, mage hand, ray of frost
    1st lvl (3)—expeditious retreat, magic missile, true strike

Special Attacks/Qualities:

  • Sorcerer spells (6/5 per day):
    0 lvl (5)—daze, detect magic, ghost sound, mage hand, ray of frost
    1st lvl (3)—expeditious retreat, magic missile, true strike
  • Cleric domains and granted powers:
    Trickery—Bluff, Disguise, and Hide are class skills.
    War—Weapon Focus (morningstar)
  • Rebuke Undead
  • Exchange any prepared cleric spell at any level for inflict spell of same level
  • Cleric spells normally prepared (4/3+1/2+1 per day)
    0 lvl—create water, guidance, inflict minor wound, resistance
    1st lvl—cause fear, doom, shield of faith; magic weapon (War domain)
    2nd lvl—hold person, spiritual weapon; invisibility (Trickery domain)
  • Lycanthropic empathy (see MM pg. 218)
  • Curse of Lycanthropy (see MM pg. 218)
  • Assume boar form (stats below)

Special Attacks/Qualities:

  • Sorcerer spells (6/5 per day):
    0 lvl (5)—daze, detect magic, ghost sound, mage hand, ray of frost
    1st lvl (3)—expeditious retreat, magic missile, true strike
  • Cleric domains and granted powers:
    Trickery—Bluff, Disguise, and Hide are class skills.
    War—Weapon Focus (morningstar)
  • Rebuke Undead
  • Exchange any prepared cleric spell at any level for inflict spell of same level
  • Cleric spells normally prepared (5/4+1/4+1/2+1 per day)
    0 —create water, guidance, inflict minor wound, resistance, virtue
    1st lvl—cause fear, doom, obscuring mist, shield of faith; magic weapon (War domain)
    2nd lvl—aid, hold person, sonic burst, spiritual weapon; invisibility (Trickery domain)
    3rd lvl—animate dead, dispel magic; magic vestment (War domain)
  • Lycanthropic empathy (see MM pg. 218)
  • Curse of Lycanthropy (see MM pg. 218)
  • Assume boar form (stats below)

Equipment: The bonuses for these items are included in the statistics above. +1 cloak of resistance, wand of magic missiles 1st level caster (50 charges), potion of cure serious wounds, potion of bull's strength, potion of invisibility, potion of hiding

Equipment: The bonuses for these items are included in the statistics above. +2 cloak of resistance, +1 morningstar, wand of magic missiles 1st level caster (50 charges)

Equipment: The bonuses for these items are included in the statistics above. +2 cloak of resistance, +2 morningstar, wand of magic missiles 1st level caster (50 charges), necklace of fireballs type II

Familiar, Weasel: CR 1/4; Tiny Animal; HD 4d8; hp 12; Init +2 (Dex); Spd 20 ft., climb 20 ft.; AC 15 (+2 Dex, +2 size, +1 natural); Atks +5 melee (1d3-4, bite); Face/Reach 2 1/2 ft. x 2 1/2 ft./0 ft.; SA Attach; SQ Scent, Familiar abilities; AL N; Saves Fort +1, Ref +5, Will +5.

Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5

Skills: Balance +10, Climb +11, Hide +13, Move Silently +9. Spot +4. Feats: Weapon Finesse (bite).

SA: Attach -- If the weasel hits with its bite attack, it uses its powerful jaws to attach to the opponent's body and automatically does bite damage each round it remains attached. An attached weasel has an AC of 12.

SQ: Scent -- See Monster Manual, page 10. Familiar Abilities -- Alertness, improved evasion, share spells, empathic link. See PH page 51.

Wereboar Animal Form, 2nd column: CR 9; Medium Animal; HD 3d8 +2d4 +3d8 +48; hp 80; Init +0; Spd 40 ft.; AC 18 (+8 natural); Atks +6 melee (1d8+6, gore); SA Ferocity; SQ Scent, Damage Reduction 15/silver; AL CE; Saves Fort +9, Ref +4, Will +8.

Str 19, Dex 10, Con 23, Int 2, Wis 13, Cha 4

Skills: Climb +2, Concentration +10, Heal +5, Hide +2, Knowledge (religion) -2, Listen +8, Move Silently +9, Search +4, Spot +12. Feats: Alertness, Blind-Fight, Great Fortitude, Improved Initiative.

SA: Ferocity -- Fight without penalty when disabled or dying.

SQ: Scent -- See Monster Manual, page 10.

Wereboar Animal Form, 3rd column: CR 12; Medium Animal; HD 3d8 +2d4 +6d8 +66; hp 94; Init +0; Spd 40 ft.; AC 18 (+8 natural); Atks +6 melee (1d8+6, gore); SA Ferocity; SQ Scent, Damage Reduction 15/silver; AL CE; Saves Fort +11 , Ref +7, Will +10.

Str 19, Dex 10, Con 23, Int 2, Wis 13, Cha 4

Skills: Bluff +3, Climb +2, Concentration +7, Heal +8, Hide +3, Knowledge (religion) +2, Listen +9, Move Silently +6, Search +4, Spot +9. Feats: Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Lightning Reflexes.

SA: Ferocity -- Fight without penalty when disabled or dying.

SQ: Scent -- See the Monster Manual, page 10.

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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