D&D Fight Club05/18/2002


Junparrt Hobgoblin Weretiger Rogue/Druid



Design notes: Back to basics. I wanted to do something fast and sneaky, but this is Fight Club, so it had to be an opponent that could hold his own. Rogues are the natural choice for fast and sneaky, but their best attack mode is Sneak Attack, and they cannot do that alone. I liked the weretiger idea; the three druid levels allow the monster to have a tiger animal companion . . . and suddenly it all came together.

This is the first time in many months I have had a creature with a low Challenge Rating in the first column. The calculation of the Challenge Rating is debatable here. On the one hand, the lycanthrope template says "same as animal +2," while in the higher versions the levels of rogue are very useful in hybrid or animal form as well as in humanoid form. Plus, he can complete druid spells in version three even in animal or hybrid form, so the class levels should count.

The price of the new magic item, ring of haste, is based on the ring of blinking, which is also a user-activated effect based on a 3rd-level wizard spell.

Junparrt was not born as a lycanthrope, though he always had different interests than the other hobgoblins of his tribe. Instead of the usual warrior's path followed by most hobgoblins, he chose the sneaky path of the rogue. (He was born with higher than average Dexterity and Wisdom for his race.) However, this choice also led to his becoming a weretiger -- not as effective in a fight as his brethren, he fell prey to one of the creatures. After discovering his new power, he learned some druidic lore but later reverted to his sneaky ways. His tribe drove him away, naturally, out of fear, and would not take him back even when he showed that he could control his power. Now he and his tiger companion wander the wild, stealing from humanoid tribes and small towns and caravans to sustain themselves.

Junparrt is not interested in collecting wealth, because wealth is hard to carry and he moves around a lot. He spends almost all his time in hybrid form, using animal and humanoid forms only when they prove useful. He is most comfortable as a tiger-man, and he also can use his magic items in this form (whereas in animal form he cannot).

Junparrt's best attack routine is to catch someone flat-footed and make a pouncing sneak attack in hybrid form. This results in three attacks that all inflict sneak attack damage if they hit. Further, if any claw hits, he can make two rake attacks that also inflict sneak attack damage. In version three, this strike potentially deals 4d8+2d6+21 points of normal damage, plus 30d6 points of sneak attack damage (an average of 151 points of damage total). After this devastating routine, he still gets five attacks of opportunity during the opponents' attack rounds if they are provoked, and an extra partial action (from his ring of haste**) to either move or make another attack. Then his tiger companion attacks, and he uses the tiger to flank opponents when he can. He will run, but as soon as he heals he returns to attack again. Generally he would rather incapacitate and steal from opponents, and perhaps infect them with lycanthropy. He may start the battle with an additional summoned nature's ally or two to keep other characters in the adventuring group busy while he tears apart the weakest ones. He can also shoot very well; he will soften up a powerful-looking group of characters with arrows, then delay his pounce so as to allay their state of alarm and catch them flatfooted.

Here we offer three versions of Junparrt for varied challenge levels. He is presented with magic items equivalent to the value that a NPC of his level should have. Note the tiger companion statistics at the bottom.

Appearance Notes:

  • Humanoid form: Hobgoblins are burly humanoids standing 6-1/2 feet tall. Their hairy hides range from dark reddish-brown to dark gray, with dark or red-orange skin. Large males have blue or red noses. Hobgoblin eyes are yellowish or dark brown, while their teeth are yellow. Junparrt is much more sleekly muscular than the average hobgoblin, and closer to 6 ft. 9 in. in height. He has the look of someone ready to strike quickly, as if he is gathered for an attack.
  • Hybrid form: Junparrt's bipedal form is about 7 feet tall with a 3-foot tail, and covered by tiger-striped hide. His legs are more feline than human, and in this form he walks on his toes. His fingernails grow into claws. His head is a mixture of features: Ears, nose, muzzle, and teeth are tigerlike, but his eyes and overall shape are human.
  • Animal form: His animal form is that of a fully grown tiger without any trace of human features.

Medium-size/Large Hobgoblin Shapechanger

Medium-size/Large Hobgoblin Shapechanger

Medium-size/Large Hobgoblin Shapechanger

1st-level Rogue/6th-level Druid

6th level Rogue/6th-level Druid

11th level Rogue/6th-level Druid

Challenge Rating: 9

Challenge Rating: 14

Challenge Rating: 19

Hit Dice: 6d8 + 1d6 + 7/+28

Hit Dice: 6d6 + 6d8 + 12/+48

Hit Dice: 11d6 + 6d8 + 17/+68

Hit Points: 38 (59 in animal/hybrid form)

Hit Points: 60 (96 in animal/hybrid form)

Hit Points: 83 (134 in animal/hybrid form)

Initiative Modifier:

  • Humanoid form +3 (Dex)
  • Animal or hybrid form +5 (Dex)

Initiative Modifier:

  • Humanoid form +3 (Dex)
  • Animal or hybrid form +5 (Dex)

Initiative Modifier:

  • Humanoid form +4 (Dex)
  • Animal or hybrid form +6 (Dex)

Speed:

  • Humanoid or hybrid form: 30 ft.
  • Animal form: 40 ft.

Speed:

  • Humanoid or hybrid form: 30 ft.
  • Animal form: 40 ft.

Speed:

  • Humanoid or hybrid form: 30 ft.
  • Animal form: 40 ft.

Armor Class:

  • Humanoid form: 18 (touch 14, flat-footed 15)
  • Animal form: 19 (touch AC 13, flat-footed AC 14)
  • Hybrid form: 23 (touch AC 16, flat-footed AC 18)

Armor Class:

  • Humanoid form: 21 (touch AC 15, flat-footed AC 18)
  • Animal form: 19 (touch AC 14, flat-footed AC 16)
  • Hybrid form: 26 (touch AC 17, flat-footed AC 21)

Armor Class:

  • Humanoid form: 28 (touch AC 16, flat-footed AC 24)
  • Animal form: 20 (touch AC 15, flat-footed AC 16)
  • Hybrid form: 33 (touch AC 18, flat-footed AC 23)

Attacks:

In humanoid form:

  • Short sword +7 melee (1d6 [crit 19-20])
  • Composite shortbow +8 ranged (1d6 [crit x3])

In animal form:

  • 2 claws +9 melee (1d8+6)
  • Bite +7 melee (2d6+3)

In hybrid form:

  • 2 claws +10 melee (1d8+6)
  • Bite +8 melee (2d6+3)

Attacks:

In humanoid form:

  • Short sword +11/+6 melee (1d6 [crit 19-20])
  • Composite shortbow +12/+7 ranged or +7/+7/+2 ranged (1d6 [crit x3])

In animal form:

  • 2 claws +9 melee (1d8+6)
  • Bite +7 melee (2d6+3)

In hybrid form:

  • 2 claws +10 melee (1d8+6)
  • Bite +8 melee (2d6+3)

Combat Reflexes gives 3 extra attacks of opportunity in humanoid form, 5 in animal or hybrid form

Attacks:

In humanoid form:

  • Short sword +16/+11 melee (1d6 [crit 19-20])
  • Composite shortbow +17/+12 ranged or +12/+12/+7 ranged (1d6 [crit x3])

In animal form:

  • 2 claws +9 melee (1d8+6)
  • Bite +7 melee (2d6+3)

In hybrid form:

  • 2 claws +10 melee (1d8+6)
  • Bite +8 melee (2d6+3)

Combat Reflexes gives 3 extra attacks of opportunity in humanoid form, 5 in animal or hybrid form

Face/Reach:

  • Humanoid or hybrid form: 5 ft. x 5 ft./5 ft.
  • Animal form: 5 ft. x 10 ft./5 ft.

Face/Reach:

  • Humanoid or hybrid form: 5 ft. x 5 ft./5 ft.
  • Animal form: 5 ft. x 10 ft./5 ft.

Face/Reach:

  • Humanoid or hybrid form: 5 ft. x 5 ft./5 ft.
  • Animal form: 5 ft. x 10 ft./5 ft.

Special Attacks/Qualities:

(All abilities are usable in any form unless specified)

  • Darkvision 60 ft.
  • Pounce(Ex) -- If Junparrt, in animal or hybrid form, leaps on a foe in the first round of combat, he can make a full attack even after taking a move action.
  • Improved Grab (Ex) -- If he hits with a claw attack in animal or hybrid form, he can rake.
  • Rake(Ex) -- If he gets a hold in animal or hybrid form, Junparrt can make two rake attacks with his rear claws at +9 melee for 1d8+3 damage per attack. He can rake after pouncing if he hits.
  • Lycanthropic Empathy (Ex) -- Can communicate and empathize with normal and dire tigers. Gives +4 racial bonus to checks when influencing attitudes of tigers and dire tigers, and allows communication of simple concepts and basic commands.
  • Curse of Lycanthropy (Su) -- Can infect a humanoid with lycanthropy on successful bite attack in animal form. Fort save DC 15 to avoid.
  • Alternate Form (Su) -- Can change into tiger and hybrid tiger-man forms as though using the polymorph self spell. Changing form causes him to regain hit points as if he rested a full day. Must make Control Shape skill checks to change (see Monster Manual page 218).
  • Damage Reduction 15/silver
  • Sneak Attack +1d6
  • Nature Sense (Player's Handbook page 35)
  • Animal Companion -- Can maintain 6 HD of animal companions acquired through the use of animal friendship spells
  • Woodland Stride -- Can walk through natural thorns, briars, and obstacles at normal speed without suffering damage or impairment
  • Trackless Step -- Leaves no trail in natural surroundings and cannot be tracked
  • Resist Nature's Lure -- +4 bonus to saving throws against spell-like effects and spells of fey creatures
  • Wild Shape 2/day (Player's Handbookpage 35)
  • Druid Spells -- Humanoid form only; can cast 5/4/4/2 spells per day from druid spell list.

Special Attacks/Qualities:

(All abilities are usable in any form unless specified)

  • Darkvision 60 ft.
  • Pounce(Ex) -- If Junparrt, in animal or hybrid form, leaps on a foe in the first round of combat, he can make a full attack even after taking a move action.
  • Improved Grab (Ex) -- If he hits with a claw attack in animal or hybrid form, he can rake.
  • Rake(Ex) -- If he gets a hold in animal or hybrid form, Junparrt can make two rake attacks with his rear claws at +9 melee for 1d8+3 damage per attack. He can rake after pouncing if he hits.
  • Lycanthropic Empathy (Ex) -- Can communicate and empathize with normal and dire tigers. Gives +4 racial bonus to checks when influencing attitudes of tigers and dire tigers, and allows communication of simple concepts and basic commands.
  • Curse of Lycanthropy (Su) -- Can infect a humanoid with lycanthropy on successful bite attack in animal form. Fort save DC 15 to avoid.
  • Alternate Form (Su) -- Can change into tiger and hybrid tiger-man forms as though using the polymorph self spell. Changing form causes him to regain hit points as if he rested a full day. Must make Control Shape skill checks to change (see Monster Manual page 218).
  • Damage Reduction 15/silver
  • Sneak Attack +3d6
  • Evasion
  • Uncanny Dodge (Dex bonus to AC when flat-footed, cannot be flanked)
  • Nature Sense (Player's Handbook page 35)
  • Animal Companion -- Can maintain 6 HD of animal companions acquired through the use of animal friendship spells
  • Woodland Stride -- Can walk through natural thorns, briars, and obstacles at normal speed without suffering damage or impairment
  • Trackless Step -- Leaves no trail in natural surroundings and cannot be tracked
  • Resist Nature's Lure -- +4 bonus to saving throws against spell-like effects and spells of fey creatures
  • Wild Shape 2/day (Player's Handbook page 35)
  • Druid Spells -- Humanoid form only; can cast 5/4/4/2 spells per day from druid spell list.

Special Attacks/Qualities:

(All abilities are usable in any form unless specified)

  • Darkvision 60 ft.
  • Pounce(Ex) -- If Junparrt, in animal or hybrid form, leaps on a foe in the first round of combat, he can make a full attack even after taking a move action.
  • Improved Grab (Ex) -- If he hits with a claw attack in animal or hybrid form, he can rake.
  • Rake(Ex) -- If he gets a hold in animal or hybrid form, Junparrt can make two rake attacks with his rear claws at +9 melee for 1d8+3 damage per attack. He can rake after pouncing if he hits.
  • Lycanthropic Empathy (Ex) -- Can communicate and empathize with normal and dire tigers. Gives +4 racial bonus to checks when influencing attitudes of tigers and dire tigers, and allows communication of simple concepts and basic commands.
  • Curse of Lycanthropy (Su) -- Can infect a humanoid with lycanthropy on successful bite attack in animal form. Fort save DC 15 to avoid.
  • Alternate Form (Su) -- Can change into tiger and hybrid tiger-man forms as though using the polymorph self spell. Changing form causes him to regain hit points as if he rested a full day. Must make Control Shape skill checks to change (see Monster Manual page 218).
  • Damage Reduction 15/silver
  • Sneak Attack +6d6
  • Evasion
  • Uncanny Dodge (Dex bonus to AC when flat-footed, cannot be flanked, +1 vs. traps)
  • Defensive Roll -- Once per day, when suffering an attack that would reduce him to 0 hit points, he can make a Reflex save (DC = damage dealt) for half damage if he is aware of the attack and can react
  • Nature Sense (Player's Handbook page 35)
  • Animal Companion -- Can maintain 6 HD of animal companions acquired through the use of animal friendship spells
  • Woodland Stride -- Can walk through natural thorns, briars, and obstacles at normal speed without suffering damage or impairment
  • Trackless Step -- Leaves no trail in natural surroundings and cannot be tracked
  • Resist Nature's Lure -- +4 bonus to saving throws against spell-like effects and spells of fey creatures
  • Wild Shape 2/day (Player's Handbookpage 35)
  • Druid Spells -- Humanoid form or wild shape forms only; can cast 5/4/4/2 spells per day from druid spell list.

Saving Throws:
Fortitude +8 (+11 animal/hybrid)
Reflex +8 (+10 animal/hybrid)
Will +7

Saving Throws:
Fortitude +10 (+11 animal/hybrid)
Reflex +10 (+11 animal/hybrid)
Will +11

Saving Throws:
Fortitude +11 (+12 animal/hybrid)
Reflex +13 (+14 animal/hybrid)
Will +12

Strength: 11 (23 animal/hybrid)

Strength: 11 (23 animal/hybrid)

Strength: 11 (23 animal/hybrid)

Dexterity: 16 (20 animal/hybrid)

Dexterity: 17 (21 animal/hybrid)

Dexterity: 18 (22 animal/hybrid)

Constitution: 13 (19 animal/hybrid)

Constitution: 13 (19 animal/hybrid)

Constitution: 13 (19 animal/hybrid)

Intelligence: 10

Intelligence: 10

Intelligence: 10

Wisdom: 14

Wisdom: 14

Wisdom: 14

Charisma: 10

Charisma: 10

Charisma: 10

Skills in humanoid form: Animal Empathy +9, Climb +4, Handle Animal +9, Hide +7, Intuit Direction +8, Jump +4, Listen +10, Move Silently +11, Open Lock +7, Search +4, Spot +10, Tumble +7

Skills in animal or hybrid form: Animal Empathy +9, Balance +9, Climb +10, Handle Animal +9, Hide +8*, Intuit Direction +8, Jump +10, Listen +12, Move Silently +13, Open Lock +9, Search +8, Spot +12, Swim +11, Tumble +9

* additional +4 Hide bonus in tall grass or heavy undergrowth

Skills in humanoid form: Animal Empathy +6, Climb +4, Control Shape +14, Handle Animal +6, Hide +11, Intuit Direction +8, Jump +6, Listen +14, Move Silently +15, Open Lock +7, Search +4, Spot +12, Tumble +13, Use Rope +9

Skills in animal or hybrid form: Animal Empathy +9, Balance +9, Climb +10, Control Shape +14, Handle Animal +9, Hide +12*, Intuit Direction +8, Jump +12, Listen +18, Move Silently +17, Search +8, Spot +12, Swim +11, Tumble +15, Use Rope +11

* additional +4 Hide bonus in tall grass or heavy undergrowth

Skills in humanoid form: Animal Empathy +9, Balance +8, Climb +8, Control Shape +19, Handle Animal +9, Hide +27, Intuit Direction +8, Jump +10, Listen +16, Move Silently +20, Open Lock +12, Search +4, Spot +16, Tumble +21, Use Rope +10

Skills in animal or hybrid form: Animal Empathy +9, Balance +9, Climb +14, Control Shape +19, Handle Animal +9, Hide +13/+28*, Intuit Direction +8, Jump +10, Listen +20, Move Silently +22 , Open Lock +14, Search +8, Spot +20, Swim +11, Tumble +23, Use Rope +12

* additional +4 Hide bonus in tall grass or heavy undergrowth

Feats: Point Blank Shot, Weapon Finesse (short sword), Weapon Focus (composite shortbow).

Additional Feats gained when in animal or hybrid form only: Blind-fight, Multiattack, Power Attack

Feats: Combat Reflexes, Point Blank Shot, Rapid Shot, Weapon Finesse (short sword), Weapon Focus (composite shortbow)

Additional Feats gained when in animal or hybrid form only: Blind-fight, Multiattack, Power Attack

Feats: Combat Reflexes, Natural Spell, Point Blank Shot, Rapid Shot, Weapon Finesse (short sword), Weapon Focus (composite shortbow)

Additional Feats gained when in animal or hybrid form only: Blind-fight, Multiattack, Power Attack

Alignment: Neutral evil

Alignment: Neutral evil

Alignment: Neutral evil

Languages: Goblin, Common

Languages: Goblin, Common

Languages: Goblin, Common

Equipment: The bonuses for these items are included in the statistics above. Bracers of armor +2, ring of protection +1, potion of cat's grace, wand of cure light wounds (1st level caster, 50 charges), composite shortbow, short sword.

Equipment: The bonuses for these items are included in the statistics above. Bracers of armor +4, ring of protection +2, potion of cat's grace, quiver of Ehlonna, wand of cure light wounds (1st level caster, 50 charges), composite shortbow, short sword

Equipment: The bonuses for these items are included in the statistics above. Ring of haste** , ring of chameleon power, bracers of armor +6, ring of protection +2, figurine of wondrous power (serpentine owl), two potions of cat's grace, quiver of Ehlonna, wand of cure moderate wounds (3rd-level caster, 22 charges)

Animal Companion:

Tiger: CR 4; Large Animal; HD 6d8+18; hp 45; Init +2 (Dex); Spd 40 ft.; AC 14 [-1 size, +2 Dex, +3 natural]; Atks +9/+9/+4 melee (1d8+6, claws; 2d6+3 bite); SA Pounce, Improved Grab, Rake 1d8+3; AL N; SV Fort +8, Ref +7, Will +3; Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6.

Skills: Balance +6, Hide +5*, Listen +3, Move Silently +9, Spot +3, Swim +11.

Pounce (Ex) -- If tiger leaps on a foe in the first round of combat, it can make a full attack even after taking a move action.

Improved Grab (Ex) -- If it hits with a claw attack, it can rake.

Rake (Ex) -- If it gets a hold, the tiger can make two rake attacks with its rear claws at +9 melee for 1d8+3 damage per attack. It can rake after pouncing if it hits.

*Tigers get a +4 racial bonus to Hide skill checks in tall grass or heavy undergrowth, above the racial bonuses already included in its skills.

New Magic Item:

** Ring of Haste: When activated, the wearer is affected by a haste spell. Caster level: 7th; Prerequisites: Forge Ring, haste; Market Price: 30,000 gp.

Feat from Masters of the Wild:

Natural Spell [Wild Feat]: You can complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can use any material components or foci that you can hold with an appendage of your current form, but you cannot make use of any such items that are melded within that form. This feat does not permit the use of magic items while in a form that could not ordinarily use them, and you do not gain the ability to speak while in wild shape.

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 fiancee.

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