D&D Fight Club
Lojark: Fiendish Half-Dragon/Half-Kobold Ranger/Sorcerer
By Robert Wiese

This month's creature is an exercise in stacking templates, but Lojark is not unrealizable by any means. Fiendish kobolds could come from the outer planes, possibly as servants of a blue dragon. After many centuries, the dragon might become irritated by its servants' lack of power and decide to infuse some of them with its own essence to improve the breed. The result? Fiendish half-dragon/half-kobolds.

Among these hybrid creatures, some would be trained as leaders, others as spies for the dragon. And some might even manage to escape and lead their own lives. Lojark is one such kobold. Unhappy in service, he had dreams of ruling the roost. Since no kobold believed itself capable of overthrowing an old dragon (the reason the fiendish kobolds were chosenas servants in the first place), Lojark set out on his own one night. Since then he has wandered the world, using his fearsome powers (at least on the kobold scale) to command other kobolds when he finds them, and attacking any humans or other creatures he thinks he and his followers can handle.

Lojark knows that he is no match for a party of adventurers in a fair combat. But why should kobolds fight fairly? Lojark uses his illusions to separate party members when possible, and then picks on loners. He will spend days wearing them down with magic, his breath weapon, and (if necessary) attacks by followers. Think of him as the leader of a hit-and-run guerilla force. One night he might just exhale his breath weapon through the party's camp, disappear, and then hours later use ghostly sounds to draw an injured watchperson into the forest where wolves can maul him . . . and then still later distract the camp while sneaking in to further injure same character while he or she sleeps . . . and then. . . .

Here we offer three versions of Lojark, for varied challenge levels. He possesses magic items equivalent to the value that a NPC of his level should have. If you add followers, adjust the total Encounter Level appropriately, though you probably won't have to add loot.

1st level Ranger/2nd level Sorcerer

3rd level Ranger/4th level Sorcerer

5th level Ranger/6th level Sorcerer

Challenge Rating: 5 [1 ranger level, 2 sorcerer levels, +0 fiendish template, +2 half-dragon template]

Challenge Rating: 10 [3 ranger levels, 4 sorcerer levels, +1 fiendish template, +2 half-dragon template]

Challenge Rating: 15 [5 ranger levels, 6 sorcerer levels, +2 fiendish template, +2 half-dragon template]

Alignment: Lawful Evil

Alignment: Lawful Evil

Alignment: Lawful Evil

Strength: 14

Strength: 14

Strength: 14

Dexterity: 16

Dexterity: 16

Dexterity: 16

Constitution: 13

Constitution: 14

Constitution: 14

Intelligence: 14

Intelligence: 14

Intelligence: 14

Wisdom: 12

Wisdom: 12

Wisdom: 12

Charisma: 15

Charisma: 15

Charisma: 16

Languages: Draconic, Common, Infernal

Languages: Draconic, Common, Infernal

Languages: Draconic, Common, Infernal

Hit Dice: 1d12 [ranger, half-dragon template] + 2d6 [sorcerer, half-dragon template] + 3 [Con]

Hit Dice: 3d12 [ranger, half-dragon template] + 4d6 [sorcerer, half-dragon template] + 14 [Con]

Hit Dice: 5d12 [ranger, half-dragon template] + 6d6 [sorcerer, half-dragon template] + 22 [Con]

Hit Points: 17

Hit Points: 48

Hit Points: 76

Initiative Modifier: +3 (Dex)

Initiative Modifier: +3 (Dex)

Initiative Modifier: +3 (Dex)

Speed: 30 ft.

Speed: 30 ft.

Speed: 30 ft.

Armor Class: 19 [+1 size, +3 Dex, +1 natural from kobold, +4 natural from half-dragon template]

Armor Class: 19 [+1 size, +3 Dex, +1 natural from kobold, +4 natural from half-dragon template]

Armor Class: 19 [+1 size, +3 Dex, +1 natural from kobold, +4 natural from half-dragon template]

Attacks:

  • Half-spear +6 melee [+1 ranger, +1 sorcerer, +2 Str, +1 Weapon Focus feat, +1 masterwork weapon] (1d6+2 [crit x3])

    OR

  • Light crossbow +5 ranged [+1 ranger, +1 sorcerer, +3 Dex] (1d8 [crit 19-20])

    OR

  • 2 claws +4 melee [+1 ranger, +2 Str] (1d4+2) and bite -1 melee [+1 ranger, +1 sorcerer, +2 Str, -5 secondary attack] (1d3+2)

Attacks:

  • Half-spear +9 melee [+3 ranger, +2 sorcerer, +2 Str, +1 Weapon Focus feat, +1 masterwork weapon] (1d6+2 [crit x3])

    OR

  • Light crossbow +8 ranged [+3 ranger, +2 sorcerer, +3 Dex] (1d8 [crit 19-20])

    OR

  • 2 claws +7 melee [+3 ranger, +2 sorcerer, +2 Str] (1d4+2) and bite +2 melee [+3 ranger, +2 sorcerer, +2 Str, -5 secondary attack] (1d3+2)

Attacks:

  • Half-spear +12/+7 melee [+5 ranger, +3 sorcerer, +2 Str, +1 Weapon Focus feat, +1 weapon] (1d6+3 [crit x3])

    OR

  • Light crossbow +10 ranged [+5 ranger, +3 sorcerer, +3 Dex] (1d8 [crit 19-20])

    OR

  • 2 claws +10 melee [+5 ranger, +3 sorcerer, +2 Str] (1d4+2) and bite +5 melee [+5 ranger, +3 sorcerer, +2 Str, -5 secondary attack] (1d3+2)

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 +6 [+2 ranger, +0 sorcerer, +1 Con, +2 familiar, +1 cloak of resistance]

Reflex +4 [+0 ranger, +0 sorcerer, +3 Dex, +1 cloak of resistance]

Will +5 [+0 ranger, +3 sorcerer, +1 Wis, +1 cloak of resistance]

Saving Throws:

Fortitude +10 [+3 ranger, +1 sorcerer, +2 Con, +2 familiar, +2 cloak of resistance]

Reflex +7 [+1 ranger, +1 sorcerer, +3 Dex, +2 cloak of resistance]

Will +8 [+1 ranger, +4 sorcerer, +1 Wis, +2 cloak of resistance]

Saving Throws:

Fortitude +13 [+4 ranger, +2 sorcerer, +2 Con, +2 familiar, +3 cloak of resistance]

Reflex +9 [+1 ranger, +2 sorcerer, +3 Dex, +3 cloak of resistance]

Will +10 [+1 ranger, +5 sorcerer, +1 Wis, +3 cloak of resistance]

Skills [24 ranger, 8 sorcerer]: Concentration +5 [+4 sorcerer, +1 Con], Craft (trapmaking) +6 [+2 ranger, +2 Int, +2 racial], Hide +5 [+2 ranger, +3 Dex], Knowledge (arcana) +4 [+2 sorcerer, +2 Int], Knowledge (nature) +4 [+2 ranger, +2 Int], Listen +3 [+2 ranger, +1 Wis], Move Silently +5 [+2 ranger, +3 Dex], Profession Mining +3 [+1 Wis, +2 racial], Ride +7 [+4 ranger, +3 Dex], Search +6 [+2 ranger, +2 Int, +2 racial], Spellcraft +4 [+2 sorcerer, +2 Int], Spot +5 [+4 ranger, +1 Wis], Wilderness Lore +5 [+4 ranger, +1 Wis],

Skills [36 ranger, 16 sorcerer]: Concentration +8 [+6 sorcerer, +2 Con], Craft (trapmaking) +8 [+2 ranger, +2 sorcerer, +2 Int, +2 racial], Hide +7 [+4 ranger, +3 Dex], Knowledge (arcana) +6 [+4 sorcerer, +2 Int], Knowledge (nature) +6 [+4 ranger, +2 Int], Listen +5 [+4 ranger, +1 Wis], Move Silently +7 [+4 ranger, +3 Dex], Profession Mining +3 [+1 Wis, +2 racial], Ride +7 [+4 ranger, +3 Dex], Search +6 [+2 ranger, +2 Int, +2 racial], Spellcraft +6 [+4 sorcerer, +2 Int], Spot +7 [+6 ranger, +1 Wis], Wilderness Lore +7 [+6 ranger, +1 Wis],

Skills [48 ranger, 24 sorcerer]: Concentration +10 [+8 sorcerer, +2 Con], Craft (trapmaking) +10 [+2 ranger, +4 sorcerer, +2 Int, +2 racial], Hide +9 [+6 ranger, +3 Dex], Knowledge (arcana) +8 [+6 sorcerer, +2 Int], Knowledge (nature) +8 [+6 ranger, +2 Int], Listen +5 [+4 ranger, +1 Wis], Move Silently +11 [+8 ranger, +3 Dex], Profession Mining +3 [+1 Wis, +2 racial], Ride +9 [+6 ranger, +3 Dex], Search +6 [+2 ranger, +2 Int, +2 racial], Spellcraft +9 [+7 sorcerer, +2 Int], Spot +9 [+8 ranger, +1 Wis], Wilderness Lore +9 [+8 ranger, +1 Wis],

Feats [2 for class levels]: Alertness, Track [free feat from ranger class], Weapon Focus (half-spear)

Feats [3 for class levels]: Alertness, Spell Focus (Illusion), Track [free feat from ranger class]. Weapon Focus (half-spear)

Feats [4 for class levels]: Alertness, Combat Casting, Spell Focus (Illusion), Track [free feat from ranger class], Weapon Focus (half-spear)

Special Attacks/Qualities:

  • Darkvision 60 ft. and low-light vision
  • Light Sensitivity (Ex) -- Kobolds suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell
  • Smite Good (Su) -- once per day he can make a normal attack and do +3 damage against a good foe
  • Immune to sleep and paralysis effects
  • Electricity immunity
  • Cold and fire resistance 5
  • Spell Resistance 6
  • Breath weapon (Su) -- line of lightning, damage 6d8, Reflex save DC 18. Usable once per day.
  • Favored enemy -- Humans: +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when these skills are used against humans. +1 damage against humans with melee weapons and ranged weapons within 30 ft.
  • Sorcerer spells (cast 6/5 per day) [knows 5/3 as 2nd level sorcerer]:
    0 lvl -- daze, detect magic, mage hand, ray of frost, resistance
    1st lvl -- expeditious retreat, mage armor, magic missile

Special Attacks/Qualities:

  • Darkvision 60 ft. and low-light vision
  • Light Sensitivity (Ex) -- Kobolds suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell
  • Smite Good (Su) -- once per day he can make a normal attack and do +7 damage against a good foe
  • Immune to sleep and paralysis effects
  • Electricity immunity
  • Cold and fire resistance 10
  • Damage resistance 5/+1
  • Spell Resistance 14
  • Breath weapon (Su) -- line of lightning, damage 6d8, Reflex save DC 18. Usable once per day.
  • Favored enemy -- Humans: +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when these skills are used against humans. +1 damage against humans with melee weapons and ranged weapons within 30 ft.
  • Sorcerer spells (cast 6/7/4 per day) [knows 6/4/2 as 4th level sorcerer]:
    0 lvl -- daze, detect magic, ghost sound, mage hand, ray of frost, resistance
    1st lvl -- expeditious retreat, mage armor, magic missile, silent image
    2nd lvl -- mirror image, protection from arrows

Special Attacks/Qualities:

  • Darkvision 60 ft. and low-light vision
  • Light Sensitivity (Ex) -- Kobolds suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell
  • Smite Good (Su) -- once per day he can make a normal attack and do +11 damage against a good foe
  • Immune to sleep and paralysis effects
  • Electricity immunity
  • Cold and fire resistance 15
  • Damage resistance 5/+2
  • Spell Resistance 22
  • Breath weapon (Su) -- line of lightning, damage 6d8, Reflex save DC 18. Usable once per day.
  • Favored enemy -- Humans +2, magical beasts +1; listed bonuses apply to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks, damage with melee weapons and ranged weapons within 30 ft., all when used against the listed creature type.
  • Ranger spells (cast 1 1st level per day)
  • Sorcerer spells (cast 6/7/6/4 per day) [knows 7/5/3/2 as 6th level sorcerer]:
    0 lvl -- daze, detect magic, ghost sound, mage hand, mending, ray of frost, resistance
    1st lvl -- change self, expeditious retreat, mage armor, magic missile, silent image
    2nd lvl -- invisibility, mirror image, protection from arrows
    3rd lvl -- displacement, fly, major image

Equipment: The bonuses for these items are included in the statistics above. [2,500 gp for 3rd level character] masterwork half-spear [301 gp], cloak of resistance +1 [1,000 gp], wand of burning hands, 50 charges (1st level caster) [750 gp], potion of bull's strength [300 gp]

Equipment: The bonuses for these items are included in the statistics above. [7,200 gp for 7th level character] masterwork half-spear [301 gp], cloak of resistance +2 [4,000 gp], brooch of shielding [1,500 gp], wand of burning hands, 50 charges (1st level caster) [750 gp], potion of bull's strength [300 gp], potion of blur [300 gp]

Equipment: The bonuses for these items are included in the statistics above. [21,000 gp for 11th level character] half-spear +1 spell storing [8,301 gp], cloak of resistance +3 [9,000 gp], brooch of shielding [1,500 gp], gray bag of tricks [900 gp], wand of burning hands, 50 charges (1st level caster) [750 gp], potion of bull's strength [300 gp], potion of blur [300 gp]

Familiar, Version 1:

Familiar, Rat: Tiny Animal; HD 3d8; hp 8; Init +2 (Dex); Spd 15 ft., climb 15 ft.; AC 15 (+2 Dex, +2 size, +1 natural); Atks +6 melee [+2 master base, +2 size, +2 Dex] (1d3-4, bite); Face/Reach 2 1/2 ft. x 2 1/2 ft./0 ft.; SQ Familiar abilities, scent; AL N; SV Fort +2 [+2 master base], Ref +4 [+2 familiar base, +2 Dex], Will +4 [+3 master base, +1 Wis]. Str 6, Dex 15, Con 10, Int 2, Wis 12, Cha 2

Skills: See master skills. Feats: Weapon Finesse (bite)

Familiar Abilities: Alertness, improved evasion, share spells, empathic link. See Player's Handbook, page 51.

Scent (Ex): Can locate foes within 30 ft. by smell.

Familiar, Version 2:

Familiar, Rat: Tiny Animal; HD 7d8; hp 24; Init +2 (Dex); Spd 15 ft., climb 15 ft.; AC 15 (+2 Dex, +2 size, +1 natural); Atks +7 melee [+5 master base, +2 size, +2 Dex] (1d3-4, bite); Face/Reach 2 1/2 ft. x 2 1/2 ft./0 ft.; SQ Familiar abilities, scent; AL N; SV Fort +4 [+4 master base], Ref +4 [+2 master base, +2 Dex], Will +6 [+5 master base, +1 Wis]. Str 7, Dex 15, Con 10, Int 2, Wis 12, Cha 2

Skills: See master skills. Feats: Weapon Finesse (bite)

Familiar Abilities: Alertness, improved evasion, share spells, empathic link, touch. See Player's Handbook, page 51.

Scent (Ex): Can locate foes within 30 ft. by smell.

Familiar, Version 3:

Familiar, Rat: Tiny Animal; HD 11d8; hp 38; Init +2 (Dex); Spd 15 ft., climb 15 ft.; AC 15 (+2 Dex, +2 size, +1 natural); Atks ++12/+7 melee [+8/+3 master base, +2 size, +2 Dex] (1d3-4, bite); Face/Reach 2 1/2 ft. x 2 1/2 ft./0 ft.; SQ Familiar abilities, scent; AL N; SV Fort +6 [+6 master base], Ref +5 [+3 master base, +2 Dex], Will +7 [+6 master base, +1 Wis]. Str 8, Dex 15, Con 10, Int 2, Wis 12, Cha 2

Skills: See master skills. Feats: Weapon Finesse (bite)

Familiar Abilities: Alertness, improved evasion, share spells, empathic link, touch, speak with master. See Player's Handbook, page 51.

Scent (Ex): Can locate foes within 30 ft. by smell.

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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