D&D Fight Club12/07/2002


Chonde Boggle Rogue/Ninja



Design notes: Boggles, 3-foot-tall, hairless humanoids with rubbery hides, are a creature from Monster Manual II. The monkeylike scavengers have large, bulbous, bald heads, huge ears, and disproportionate body parts, though the exact details vary from individual to individual.

Originally, this little guy's appearance in the Fight Club arena was supposed to coincide with the release of the Arms & Equipment Guide, so he has quite the tool-using focus. The ninja abilities add a lot at higher levels, making him a very furtive sniper against adventurers. Rules for the new equipment (some of which appear in class books such as Sword and Fist are given at the bottom.

Rising above the common lot of boggles, Chonde developed a mean streak living among his brethren. Knowing that he far surpassed them in intelligence, he did not accept their ways and tried to promote himself as superior. But even that became boring, and repeatedly beating down sniveling creatures is no fun way to live. Chonde wanted more, so he traveled and learned the ways of the ninja. With these formidable abilities, he could easily strike at those carrying rich goods or magic items, as stealing was the most fun thing he knew to do. He wanted things, lots of them, or lots of coins. He hordes his wealth in a lair like a dragon's (though on a smaller scale), and he sits counting or admiring his possessions when not eating or accumulating more things. He loves to sneak and to attack from a distance, and he uses as much equipment as he can to help him succeed. He always has rope (with which to set ambushes and climb), spikes, tools, and whatever else seems useful.

Melee is Chonde's least favorite activity, and he avoids it like the proverbial plague. He prefers to find a good, defensible position with an easy escape route, then snipe away at targets with his poisoned or alchemical crossbow bolts. Once his victims are weakened, he sneaks through their midst using his ninja abilities and takes valuable-looking things, then flees to safety. Thus, he always tries to encounter foes in places of his own choosing, and is paranoid about being taken by surprise.

If caught unawares, he can still be very effective with his hand crossbow:

  • Column one version: Can draw it as a free action, load it as a move-equivalent action, and take a shot
  • Column two version: Can draw it as a free action, load it as a free action, fire, and then use a move-equivalent action to reload or move
  • Column three version: Can draw it as a free action, load it as a free action, and fire one shot, then reload. On succeeding rounds he loads it as a free action and gets two shots, or gets one shot, moves, and has the weapon loaded for the next round.

He would still prefer to run to safety, then come back and engage the enemy on his terms.

Here we offer three versions of Chonde for varied challenge levels. He is presented with magic items equivalent to the value that a NPC of his level should have. A good deal of his possessions (noted as "miscellaneous useful equipment") are left to your discretion, and you should arm him with skill kits, small weapons, and other such tools according to how you plan to use him in your campaign.

Editor's Note: This article was written months before the sniper attacks in the Washington, D.C., area. The fact that it features a sniper is purely coincidental.

(4th level Boggle)/1st-level Fighter/2nd-level Rogue

(4th level Boggle)/1st-level Fighter/4th-level Rogue/4th-level Ninja

(4th level Boggle)/1st-level Fighter/4th-level Rogue/10th-level Ninja

Small Monstrous Humanoid

Small Monstrous Humanoid

Small Monstrous Humanoid

Challenge Rating: 6

Challenge Rating: 12

Challenge Rating: 18

Hit Dice: 4d8 + 1d10 + 2d6

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

Hit Dice: 4d8 + 1d10 + 4d6 + 10d8

Hit Points: 30

Hit Points: 55

Hit Points: 82

Initiative Modifier: +9

Initiative Modifier: +9

Initiative Modifier: +13

Speed: 40 ft., climb 30 ft.

Speed: 40 ft., climb 30 ft.

Speed: 40 ft., climb 30 ft.

Armor Class: 20, touch 17, flatfooted 15

Armor Class: 23, touch 19, flatfooted 23

Armor Class: 30, touch 24, flatfooted 30

Attacks:

  • 2 claws +7 melee (1d4)

AND

  • Bite +2 melee (1d4)
  • Medium-size quarterstaff +7/+2 melee (1d4)
  • +1 hand crossbow with masterwork bolt +14 ranged (1d4+1/19-20)

Attacks:

  • 2 claws +12 melee (1d4)

AND

  • Bite +7 melee (1d4)
  • Medium-size quarterstaff +12/+7/+2 melee (1d4)
  • Hand crossbow +19/+14 ranged (can make two shots per round only if he does not move) (1d4+1/19-20)

Attacks:

  • 2 claws +16 melee (1d4)

AND

  • Bite +11 melee (1d4)
  • Medium-size quarterstaff +16/+11/+6 melee (1d4)
  • Hand crossbow +30/+25 ranged (or +28/+28 ranged with Rapid Shot feat use) (1d4+4/19-20 +
  • 1d6 shock)

Face/Reach: 5 ft. x 5 ft./15 ft.

Face/Reach: 5 ft. x 5 ft./15 ft.

Face/Reach: 5 ft. x 5 ft./15 ft.

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Damage Reduction 5/+1
  • Fire Resistance 5
  • Dimension Door (Sp): A boggle can use dimension door up to six times per day. This ability functions exactly like the spell of the same name cast by a 7th-level wizard.
  • Improved Grab (Ex): If the boggle hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +7). This ability is usable only against Medium-size and smaller opponents. The boggle has the option to conduct the grapple normally, or simply use its claw to hold the opponent. In the latter case, each successful grapple check it makes during successive rounds automatically deals claw damage.
  • Grease (Su): At will, a boggle can secrete an oily, viscous, nonflammable substance from its skin. This functions like the spell grease except the range is touch, the duration is 4 rounds , and the Reflex save DC is 12 . This oily fluid also makes boggles tougher to hold onto (see Skills, below). Boggles are immune to the adverse effects of this substance.
  • Rend (Ex): If a boggle hits a single target with both claws, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d4 points of damage.
  • Scent (Ex): A boggle can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
  • Sneak Attack +1d6
  • Traps
  • Evasion (see Player's Handbook)

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Damage Reduction 5/+1
  • Fire Resistance 5
  • Dimension Door (Sp): A boggle can use dimension door up to six times per day. This ability functions exactly like the spell of the same name cast by a 7th-level wizard.
  • Improved Grab (Ex): If the boggle hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +13). This ability is usable only against Medium-size and smaller opponents. The boggle has the option to conduct the grapple normally, or simply use its claw to hold the opponent. In the latter case, each successful grapple check it makes during successive rounds automatically deals claw damage.
  • Grease (Su): At will, a boggle can secrete an oily, viscous, nonflammable substance from its skin. This functions like the spell grease except the range is touch, the duration is 4 rounds , and the Reflex save DC is 12 . This oily fluid also makes boggles tougher to hold onto (see Skills, below). Boggles are immune to the adverse effects of this substance.
  • Rend (Ex): If a boggle hits a single target with both claws, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d4 points of damage.
  • Scent (Ex): A boggle can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
  • Sneak Attack +4d6
  • Traps
  • Evasion (see Player's Handbook
  • Improved Evasion
  • Uncanny Dodge (Dex bonus to AC)
  • Monklike AC bonuses: Gains AC bonuses at levels 4 and 8. Adds Wis and Dex to AC.
  • Kuji-kiri: By making mystical hand gestures as a standard action, a ninja can render opponents helpless as if casting hypnotic pattern. Can affect 2d4+4 HD , and subjects must make Will save DC 10 to resist. The effect lasts as long as the ninja gestures, plus one round. Can use 4 times per day .
  • Poison Use: No danger of poisoning self when using poison
  • Fast Climb: With successful Climb check, can climb 30 ft. as move-equivalent action or 60 ft. as full-round action. Retains Dex bonus to AC while climbing.
  • Silencing Attack: If a ninja hits a flat-footed opponent with a melee attack, the opponent is unable to speak for one round. This prevents spellcasting for spells with verbal components, and shouting warnings or alarms.
  • Poisons carried (for use on hand crossbow bolts):
    Anemis -- contact, DC 16, initial damage 1d4 Str, secondary damage 2d4 Str, carries 5 doses (3,750 gp)
    Choldrith -- injury, save DC 15, initial damage paralysis, secondary damage 2d4 Con, carries 5 doses (6,000 gp)
    Aboleth Oil -- contact, save DC 19, initial damage 0, secondary damage transformation, carries 3 doses (7,500 gp)
    Thever Paste -- contact, save DC 12, initial damage 0, secondary damage blindness, carries 3 doses (4,500 gp)
    Lockjaw -- ingested, save DC 11, initial damage can't speak, secondary damage 2d6 Con, carries 5 doses (1,250 gp)

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Damage Reduction 5/+1
  • Fire Resistance 5
  • Dimension Door (Sp): A boggle can use dimension door up to six times per day. This ability functions exactly like the spell of the same name cast by a 7th-level wizard.
  • Improved Grab (Ex): If the boggle hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +19). This ability is usable only against Medium-size and smaller opponents. The boggle has the option to conduct the grapple normally, or simply use its claw to hold the opponent. In the latter case, each successful grapple check it makes during successive rounds automatically deals claw damage.
  • Grease (Su): At will, a boggle can secrete an oily, viscous, nonflammable substance from its skin. This functions like the spell grease except the range is touch, the duration is 4 rounds , and the Reflex save DC is 12 . This oily fluid also makes boggles tougher to hold onto (see Skills, below). Boggles are immune to the adverse effects of this substance.
  • Rend (Ex): If a boggle hits a single target with both claws, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d4 points of damage.
  • Scent (Ex): A boggle can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
  • Sneak Attack +7d6
  • Traps
  • Improved Evasion
  • Uncanny Dodge (Dex bonus to AC)
  • Monklike AC bonuses: Gains AC bonuses at levels 4 and 8. Adds Wis and Dex to AC.
  • Improved Kuji-kiri: By making mystical hand gestures as a standard action, a ninja can render opponents helpless as if casting hypnotic pattern. Can affect 3d6+10 HD , and subjects must make Will save DC 13 to resist. The effect lasts as long as the ninja gestures, plus one round. Can use 10 times per day .
  • Poison Use: No danger of poisoning self when using poison
  • Fast Climb: With successful Climb check, can climb 30 ft. as move-equivalent action or 60 ft. as full-round action. Retains Dex bonus to AC while climbing.
  • Silencing Attack: If a ninja hits a flat-footed opponent with a melee attack, the opponent is unable to speak for one round. This prevents spellcasting for spells with verbal components, and shouting warnings or alarms.
  • Fast Sneak: When using Move Silently and Hide, can move at normal speed without suffering skill check penalties to those skills.
  • Invisibility: Can turn invisible (as the spell invisibility), self only, 10 times per day
  • Opportunist: Once per round, can make an attack of opportunity against an opponent that has just hit for damage in melee by another character. This counts as the ninja's attack of opportunity for the round.
  • Gaseous Form: Can assume gaseous form, as the spell, 10 times per day . Use of this ability is a full-round action.
  • Blindsight: Can maneuver and fight as well in darkness as in light. Invisibility and darkness are irrelevant, but the ninja cannot discern ethereal beings. Range 60 ft.
  • Always Sneaky: The ninja is always taking 10 on Hide (total check 48 (51)) and Move Silently (total check 45 (48)) checks. Unless the ninja wants to be seen or heard, make opposed Spot and Listen checks to detect the ninja's presence.
  • Ethereal Jaunt: 3/day as free action, can make ethereal jaunt (as the spell) with duration 1 round.
  • Poisons carried (see column 2)

Saving Throws:
Fortitude +3
Reflex +12
Will +4

Saving Throws:
Fortitude +5
Reflex +17
Will +7

Saving Throws:
Fortitude +7
Reflex +24
Will +9

Strength: 10

Strength: 10

Strength: 10

Dexterity: 21

Dexterity: 21

Dexterity: 28

Constitution: 11

Constitution: 11

Constitution: 11

Intelligence: 12

Intelligence: 12

Intelligence: 12

Wisdom: 10

Wisdom: 12

Wisdom: 12

Charisma: 6

Charisma: 6

Charisma: 6

Skills : Balance +7 , Climb +14 , Escape Artist +22 , Hide +19 , Jump +8 , Move Silently +15 , Pick Pocket +12 , Tumble +12

Skills : Alchemy +5 , Balance +13 , Climb +16 , Escape Artist +30 , Hide +34 , Jump +11 , Move Silently +20 , Pick Pocket +12 , Tumble +17

Skills : Alchemy +11 , Balance +22 , Climb +19 , Escape Artist +38 , Hide +41 , Jump +43 , Move Silently +37 , Pick Pocket +16 , Tumble +25

Feats : Deflect Arrows, Improved Initiative, Improved Unarmed Strike, Quick-Draw

Feats : Deflect Arrows, Improved Initiative, Improved Unarmed Strike, Quick-Draw, Point Blank Shot, Rapid Reload

Feats : Deflect Arrows, Improved Initiative, Improved Unarmed Strike, Point Blank Shot, Precise Shot, Quick-Draw, Rapid Reload, Rapid Shot

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Languages: Boggle language, Common

Languages: Boggle language, Common

Languages: Boggle language, Common

Equipment: The bonuses for these items are included in the statistics above. +1 hand crossbow , 10 alchemist's bolts , 10 thundering bolts , 20 masterwork hand crossbow bolts , quarterstaff, black bodysuit , miscellaneous useful tools and equipment (DM's discretion) , bracers of armor +1 , ring of protection +1 , potion of cat's grace , potion of cure light wounds

Equipment: The bonuses for these items are included in the statistics above. poisons above , +1 hand crossbow , 10 alchemist's bolts , 10 thundering bolts , 20 masterwork hand crossbow bolts , quarterstaff, black bodysuit , miscellaneous useful tools and equipment (DM's discretion) , bracers of armor +2 , ring of protection +1 , potion of cat's grace , potion of cure light wounds , cloak of elvenkind

Equipment: The bonuses for these items are included in the statistics above. poisons above , +4 shock hand crossbow , 10 alchemist's bolts , 10 thundering bolts , 20 masterwork hand crossbow bolts , quarterstaff, black bodysuit , miscellaneous useful tools and equipment (DM's discretion) , gloves of dexterity +6, bracers of armor +4 , amulet of proof vs. detection and location , ring of protection +1 , ring of jumping , potion of haste , potion of cat's grace , potion of cure light wounds , cloak of elvenkind , boots of elvenkind

Feats not presented in the Player's Handbook

Rapid Reload (from Sword and Fist): You can reload a hand or light crossbow as a free action that provokes an attack of opportunity. You may reload a heavy crossbow as a move-equivalent action that provokes an attack of opportunity. You can use this feat once per round.

Equipment presented in the Arms and Equipment Guide

Alchemist's Viciousness: This thick blue gel is a powerful anticoagulant. A wound caused by a weapon coated with alchemist's viciousness continues to bleed for two rounds, dealing an extra point of damage on each of those rounds. Applying alchemist's viciousness to a weapon (of any size) is a full round action that provokes an attack of opportunity. Once applied to a weapon, alchemist's viciousness lasts for one minute before it evaporates. One flask of alchemist's viciousness contains enough to coat one weapon of Large size or smaller. Alchemist's viciousness does not affect constructs, elementals, oozes, outsiders, or undead. Cost 50 gp per flask.

Bodysuit, Black: This very tight fighting garment is made of black silk. Its is used by rogues and infiltrators when sneaking around at night. Wearing the suit grants a +2 circumstance bonus to Hide checks in darkness that is the equivalent to one-half concealment or better. However, no other clothing or armor, other than belts, pouches, or bandoleers can be worn on top of the bodysuit for the benefit to work. Cost 30 gp.

Bolt, Alchemist's (modification of alchemist's arrow): Marvels of craftsmanship, each alchemist's bolt carries a deadly load of alchemist's fire in its hollow shaft. When a target is struck the bolt's shaft shatters, releasing the alchemist's fire directly onto the target. One round after impact, the alchemist's fire ignites on contact with air, dealing 1d4 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Submerging (such as by leaping into a lake) or magically extinguishing the flames automatically kills the flames. Cost 75 gp per bolt.

Bolt, Thundering(modification of arrow, thundering): Thunder bolts have thunderstones (See Special and Superior Items in Chapter 7: Equipment of the Player's Handbook) at their tip. A direct hit inflicts no damage but does trigger the thunderstone's sonic attack. Misses should be treated as an attack with a grenade-like weapon (See Grenadelike Weapon Attacks in Chapter 8: Combat of the Player's Handbook). Cost 2 gp per bolt.

Instant Rope: When poured from a flask, this viscous gray liquid forms into a long cord usable as a temporary rope. Upon being exposed to air, the liquid rapidly increases in both volume and viscosity, first swelling to the diameter of a typical hemp rope then quickly drying. A flask of instant rope forms one 30-foot long cord. Once the flask is opened and emptied onto the ground, it takes the instant rope two rounds to solidify and dry enough to be used. The instant rope can be moved during this period without damaging it, but it cannot support more than 10 pounds of weight without breaking. Once completely dry, instant rope can support as much weight as normal rope. After one hour, instant rope becomes too brittle to support any weight and quickly crumples into dust. Cost 15 gp per flask.

Tiger Claw: A tiger claw ("bagh nakh") is a strap or glove fitted with spikes in the palm and wielded like brass knuckles. Your opponent cannot use a disarm action to disarm you of tiger claws. An attack with tiger claws is considered an armed attack. A monk using tiger claws can strike with his unarmed base attack bonus, including his more favorable number of attacks per round, along with other applicable modifiers. A slightly different version, the nekode, is both a weapon and a climbing tool. Using a pair of nekodes while climbing gives a +1 circumstance bonus on Climb checks. This bonus does not stack with the +2 bonus from using a climber's kit. Cost 5 gp.

Poisons:

Aboleth oil: Transformation takes 1d4+1 minutes. A transformed creature must remain moistened with cool, fresh water or suffer 1d12 points of damage every 10 minutes. See Aboleth in the Monster Manual for more information about the transformation.

Lockjaw: Characters affected by lockjaw can't speak or use spells with somatic components.

Thever Paste: The blindness caused by thever paste is permanent unless removed by cure blindness or similar magic.

About the Author

Robert Wiese's love of gaming started in the Boy Scouts, where you'd think there would have been enough to do to keep one from playing roleplaying games. Through college he has played in some great home campaigns, and discovered the RPGA at a small game day in 1991. He worked for RPGA for six and a half years, filling almost every job duty that exists on the staff at one time or another. Now honorably retired from service as the RPGA Operations Manager, he lives in Nevada and writes gaming goodies from time to time. He also gardens a lot and devotes as much time as possible to his beloved significant other.

Creature Features

Although this is the last installment of Fight Club, we still offer plenty of new opponents to punch up your D&D game. To start with, check out our long-running Monster Mayhem series. And don't miss this month's debut of our new Fey Feature column!

Fight Club
(MORE)
Recent Articles
(MORE)

About Us Jobs New to the Game? Inside Wizards Find a Store Press Help Sitemap

©1995- Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.

Terms of Use-Privacy Statement

Home > Games > D&D > Articles 
You have found a Secret Door!
Printer Friendly Printer Friendly
Email A Friend Email A Friend
Discuss This Article Discuss This Article