Armored Ogre: Difference between revisions
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== Armored Ogre (CR 12) == | == Armored Ogre (CR 12) == | ||
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, 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. |
Revision as of 01:20, 23 July 2015
Armored Ogre (CR 12)
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 tend to 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.
Armored Ogres are ones who have discovered the craft of the armorer. Armored Ogres wear armor, and lots of it, although the exact form of the armor varies. Some Armored Ogres wear chainmail and carry a shield, others have layers upon layers of dangling bones draped over their forms, still others have living vines twining about their limbs in a protective vegetable mass. Regardless of the form it takes, an armored ogre is first and foremost, an ogre.
Armored Ogres are not cautious in battle. They do not cower behind their armor and plan to cautiously outlast their foes, no! An Armored Ogre lives to plunge into combat and destroy everything they can get their hands on!
Wise adventurers make plans to deal with armored ogres, although, to be honest, there's not a lot of planning to be had. Kill them fast, before they kill you.
GENERAL
CR 12 Hit Dice 17
XP 38,400 (tank role included)
CE, Large, Giant
Init +5; Senses darkvision, Perception +18
DEFENSE
AC 33, touch 20, flat-footed 27 (+8 armor, +5 dex, +5 natural, +5 deflection)
hp 498
Fort +15, Ref +12, Will +12
Aura: -
SR: -
Special Defenses: Ogrish Vitality
Immunities: Immune to ALL Status Conditions except dead.
Weaknesses: -
OFFENSE
Speed 40 ft., climb 20 ft, swim 10 ft.
Space / Reach: 10 ft. / 10 ft.
Single Melee Armored Club +18 (2d8+7/19-20x2)
Full Melee 3x Armored Club +18 (2d8+7/19-20x2)
Ranged Arbalest +18 (2d8+7/x2)
Special Attacks Whipping Smash, Blindside Strike
Action Points 0 (Tank role has no action point.)
STATISTICS
Str 28, Dex 16, Con 30, Int 6, Wis 6, Cha 10
Base Atk +12; CMB +19; CMD 28
Feats Cleave: EFFECT, As a standard action, roll an extra attack against a foe adjacent to foe just struck. Mobility: EFFECT, AC 37 against attacks of opportunity provoked by their own movement
Skills Sense Motive +18, Bluff +20,
Languages Giant
SPECIAL ABILITIES
- Ogrish Vitality
Armored Ogres are tough. Every attack they make heals them for the exact amount of damage they inflict upon their enemies, as the suffering of their foes fuels their cruel joy in combat. Even more terrible, when an Armored Ogre is first made dead, they do not die, nor do they fall prone. Instead, they stand bemused, until their disbelief that they are actually HURT takes over. At the start of their next action after they were first made dead, they instead heal all their hit points up to half their total and fight on.
- Whipping Smash
Once per encounter, as a swift action, an armored ogre may whip their weapon around them in a blinding display of martial prowess. They inflict 3d6+1 points of physical bludgeoning damage on all foes in their threatened area. In addition, all foes in their threatened area must make a Reflex save against a DC of 21. If they fail this save they are knocked Prone. If they make the save they are instead only Dazzled for the remainder of the encounter.
- Blindside Strike
If any foe that is within reach of an Armored Ogre makes an attack that does not include the Ogre either in an area of effect or in an attack roll, the Armored Ogre gets a free action bonus attack against that foe. Note that Armored Ogres MAY use their Cleave feat with Blindside Strike if they wish, and any damage they inflict with this attack feeds their Ogrish Vitality.
TREASURE
sell value of approximately 16,000 gp
COMBAT TACTICS
Armored Ogres are the favorites of gangs and thugs everywhere. An Armored Ogre has a mighty arbalest to shoot down his foes, but they much, much prefer to be in the middle of combat. Armored Ogres move aggressively into melee, trusting to their high hit points, armor class, and Mobility feat to get them into the thick of things. They will then use Cleave with a standard action if at all possible to injure foes and get some hit points back. But an Armored ogre will happily take a double move into melee, if it gets them into position in the middle of as many enemies as possible.
In the second round, if at all possible, they will use a five foot step to set up a full attack action, again using Cleave, and strive to get into the middle of as many enemies as possible to drop Whipping Smash. Unwary foes who let an Armored Ogre into their midst will often find the beast nearly fully healed after this nasty trick, and after that, the Ogre will set about using full attacks and Cleave to wreak havoc.
While this is going on, the Armored Ogre's allies will be sniping around the edges of the fight, trying to draw attacks from players inside the Armored Ogre's reach. Note that making an attack of opportunity while inside an Armored Ogre's reach WILL trigger Blindside Strike, and there is no limit to how many times an Armored Ogre can use Blindside Strike!
Once battle is joined, Armored Ogres will never flee, completely confident that their Ogrish Vitality will carry them through any battle, no matter the odds.