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| Ability-3-Description = Once per encounter, as a swift action, a Cunning Ogre may make a melee attack roll against any creature it threatens, giving them a quick poke with the end of their Massive Club. This poke uses their Savage Strength to-hit, but since it cannot crit, rolling well both times has no further effect. If the Annoying Poke hits, it does {{Special-Alpha-Dmg}} points of [[non-lethal damage]] and the victim must make a Reflex save against a DC of {{Save-DC}} or gain the [[Unsteady]] condition until the end of the encounter.
| Ability-3-Description = Once per encounter, as a swift action, a Cunning Ogre may make a melee attack roll against any creature it threatens, giving them a quick poke with the end of their Massive Club. This poke uses their Savage Strength to-hit, but since it cannot crit, rolling well both times has no further effect. If the Annoying Poke hits, it does {{Special-Alpha-Dmg}} points of {{dmg|piercing}} damage and the victim must make a Reflex save against a DC of {{Save-DC}} or gain the [[Unsteady]] condition until the end of the encounter.


:There are few things worse than a sharp, unexpected rap to the nose in a fight.   
:There are few things worse than a sharp, unexpected rap to the nose in a fight.   

Revision as of 14:50, 16 January 2020

Cunning Ogre (CR 10)

Chaotic Evil - Large - Humanoid (Giant)
Lore: Know (Local)
18 35
Basic DC Full DC
Initiative
Initiative Icon 2.png
18
Perception:
26 +16
Passive Active
Ambush:
9+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
28
Man Def
Shield Icon 3.png
28
Monster Health
210 105 16
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +12
Refl: +7
Will: +9

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+16
Sword Icon 3.png
Man Off
+18
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Massive Club +16 (2d8+10/19-20 x2)
    as bludgeoning (physical, common)
    plus: Savage Strength, and Improved Flank

Full Attack (Melee):

  • 3x Massive Club +16 (2d8+10/19-20 x2)
    as bludgeoning (physical, common)
    plus: Savage Strength, and Improved Flank

Standard Attack (Ranged):

  • 1x Thrown Club +16 (2d8+10/19-20 x2)
    as bludgeoning (physical, common)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

24
STR
12
DEX
18
CON
8
INT
14
WIS
9
CHA

Skills:

Languages: Giant, Common

Feats:

  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

Special Abilities

Savage Strength (Ex)

Any time an ogre makes a melee attack, it rolls 2d20 for its to-hit roll. If either of the rolls is a hit, the attack hits. If both rolls indicate a hit, it is a critical hit. Ogres do not need to roll to confirm (the second die is the confirmation roll).

Improved Flank (Ex)

Any time a creature is threatened by two or more ogres, any of which has Improved Flank, that creature is considered to be flanked against the attacks of those ogres, and those ogres only.

Annoying Poke (Ex)

Once per encounter, as a swift action, a Cunning Ogre may make a melee attack roll against any creature it threatens, giving them a quick poke with the end of their Massive Club. This poke uses their Savage Strength to-hit, but since it cannot crit, rolling well both times has no further effect. If the Annoying Poke hits, it does 2d10+16 points of piercing (physical, common) damage and the victim must make a Reflex save against a DC of 20 or gain the Unsteady condition until the end of the encounter.

There are few things worse than a sharp, unexpected rap to the nose in a fight.
Cunning Ogre

Cunning Ogre

Ogres, along with trolls, are the 'least' of the giantkin tribes, although 'least' is a subjective term for creatures that easily reach ten feet in height and weigh close to a ton. They are thick of feature, massively fanged, and naturally inclined to be horrendously evil, delighting in tormenting the weak and exploiting the timid.

Ogres are notable for their horrible tastes. If it is vile or grotesque to other humanoids, then Ogre's probably love it. Ogre's are remarkably stupid, but still display an uncomfortable level of low, mean cunning. Ogres come in a wide variety of shapes and sizes, but are uniformly large, thick, and sturdy. Ogres tend to be more muscular and broad than trolls, and usually lack claws on their fingers.
Ogres use weapons, wear clothes, and generally enjoy the trappings of 'civilization', but everything about them is awful. They get along poorly with all civilized races smaller than them, have an uneasy competition with trolls over who is more nasty, and tend to get along swimmingly with larger giants, whom they usually regard with respect that can border upon fawning the more powerful the giants become. Ogres tend to be good at crafts, believe it or not, and will frequently make and use various items and equipment.
Cunning ogres are similar in looks and disposition to regular old ogres, but cunning ogres have low, mean deviltry glinting in their eyes. Cunning ogres are the ones pushing for more raids, and "'ittin' 'em where they LIVES." Cunning ogres delight in ambushes and hostages, kidnappings and torments, poisoning wells for spite and maiming a pet rather than killing it, just for the look in their victim's eyes when poor Fido is discovered "with 'is innards outed".
Needless to say, cunning ogres need to be put down as fast as you can find them.

Combat Tactics

Cunning ogres, like regular ogres, are not great combat tacticians, but then, they hardly need to be. Cunning ogres have a natural, horrible, facility for combat that makes fighting them a terrible travail.

Cunning ogres have a natural facility for melee, such that they offput and wrongfoot foes effortlessly. Cunning ogres can throw clubs, but they hate it: they would MUCH rather be in melee range, a nasty mobbing rampage of battering clubs and vicious pokes to the bridge of the nose, designed to confuse and confound.
Cunning ogres, if at all possible, will close to melee as soon as possible, charging if they can or simply taking double moves. They care not a whit to provoke attacks of opportunity, trusting to their Mobility to protect them as they close. Cunning ogres usually mob the closest foes they can reach and start hammering away, but they will also try and get adjacent to as many foes as they can, so they can reach over the front ranks and attack any weaker foes in the back rank.
In the second round of combat, they will almost universally take a five foot step back and go to full attacks, picking flanked foes if possible, and then taking as many attacks of opportunity as they can.
They will use their Annoying Poke ability as early as they can, and their improved flank ability combined with their reach means they attack almost everybody with a flank bonus unless the players carefully maneuver to keep the Cunning Ogres from mobbing them.
And of course, their Savage Strength, combined with their potent flanks and debuffs, means they get a lot of crits. Hopefully the front line has some Fortification....

Out of Combat

Cunning Ogres are enormously popular as heavy muscle for those weaker than them, and reliable, useful henchmen and muscle for those stronger. They are horrific, of course, but when you're evil enough to hire ogres, that's really not a game-stopper. Cunning Ogres can be kept in line with decent pay and comfortable living quarters, and the odd bit of bribery certainly does not hurt. Giving them an occasional used-up slave or prisoner to toy with will keep them cheerfully occupied for weeks.

Rewards

XP: 9,600

Treasure: Sellable Goods worth 6,875 gp.

Weight: 100 lbs.     Volume: 4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)