Ogre Brute: Difference between revisions

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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 11
| Max-CR = 40


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
| Type | Humanoid
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Giant
| Subtype | Giant
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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}}</onlyinclude>
}}</onlyinclude>


| NudgeInit = +4
| NudgeInit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 2|1 =3|2 = 4|3 = 4|4 = 5|5 = 5|6 = 6|7 = 8|8 = 8}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


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   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
         or leave blank if the monster doesn't possess the sense in question.            -->
         or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range = 60
| Sense-Darkvision-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 =30|2 = 40|3 = 60|4 = 60|5 = 80|6 = 100|7 = 120|8 = 150}}
| Sense-Heartsight-Range =  
| Sense-Heartsight-Range =  
| Sense-Keen-Hearing-Range =  
| Sense-Keen-Hearing-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 = |3 = |4 = 30|5 = 40|6 = 60|7 = 60|8 = 80}}
| Sense-Precise-Hearing-Range =  
| Sense-Precise-Hearing-Range =  
| Sense-Echolocation-Range =  
| Sense-Echolocation-Range =  
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| NudgePerception = +3
| NudgePerception = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 = |3 = 3|4 = 4|5 = 5|6 = 6|7 = 7|8 = 8}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC = +2
| NudgeAC = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 = |3 = +2|4 = +2|5 = +3|6 = +3|7 = +4|8 = +6}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTouchAC = +2
| NudgeTouchAC = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 = |3 = +2|4 = +2|5 = +3|6 = +3|7 = +4|8 = +6}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->






| Nudge-Maneuver-Defense = +2
| Nudge-Maneuver-Defense = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 = +2 |3 = +2|4 = +2|5 = +3|6 = +3|7 = +4|8 = +6}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Maneuver-Defense-Notes = +3
| Maneuver-Defense-Notes =  
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
         if they don't have that movement type, leave it blank                    -->
         if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = 50
| Move-Type-Walk-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 =30|2 = 40|3 = 40|4 = 50|5 = 50|6 = 60|7 = 80|8 = 80}}
| Move-Type-Burrowing-Speed =  
| Move-Type-Burrowing-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Earth-Glide-Speed =  
| Move-Type-Earth-Glide-Speed =  
| Move-Type-Lesser-Climb-Speed = 30
| Move-Type-Lesser-Climb-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 =|3 = 30|4 = 30|5 = 50|6 = 60|7 = 80|8 = 80}}
| Move-Type-Greater-Climb-Speed =  
| Move-Type-Greater-Climb-Speed =  
| Move-Type-Brachiating-Speed =  
| Move-Type-Brachiating-Speed =  
| Move-Type-Vaulting-Speed =  
| Move-Type-Vaulting-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 =|3 = 30|4 = 30|5 = 50|6 = 60|7 = 80|8 = 80}}
| Move-Type-Hover-Speed =  
| Move-Type-Hover-Speed =  
| Move-Type-Lesser-Flight-Speed =  
| Move-Type-Lesser-Flight-Speed =  
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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 =|3 = |4 = |5 = 1|6 = 1|7 = 1|8 = 1}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgePriDamage =  
| NudgePriDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 =|3 = |4 = |5 = 1|6 = 2|7 = 3|8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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   <!-- Values: Y (for yes), or leave blank (for no) -->
   <!-- Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIncrementDistance = 50
| RangedAtkIncrementDistance = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 50|1 = 50|2 = 50|3 = 50|4 = 60|5 = 80|6 = 100|7 = 150|8 = 250}}
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeRangedDamage =  
| NudgeRangedDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 =|3 = |4 = |5 = 1|6 = 2|7 = 3|8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Any time an ogre makes a melee attack, he rolls 2d20 for his 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).
| Ability-1-Description = 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).


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Action-Required = Move Action 1/Rnd
| Ability-2-Action-Required = Full Attack Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Once per round as a move action, an Ogre may make a [[5-foot step]] and [[Push]] any creatures of size Medium or smaller out of its way.  To resolve Brutish Surge, declare where the Ogre Brute is moving with its 5-foot step. Any and all creatures of size medium and smaller whose spaces are impinged by this five foot step are Pushed back one square, to give the Ogre room to move in.  If any affected creature can fully resist the Push, or has no legal space to which they can move, the Brutish Surge is lost, the Ogre does not move, and the round is resolved with the Ogre in its current space, but the foe(s) that fully resisted the Push take {{Special-Standard-Dmg}} points of {{dmg|bludgeoning}} damage from the stress of resisting the beast.  If the ogre can legally push all affected creatures, they move and must make a Reflex save versus a DC of {{Save-DC}}. If they fail the save, they take {{Special-Swift-Dmg}} points of {{dmg|bludgeoning}} damage, and are knocked [[Prone]] in their new space.  If the reflex save is successful, they take half damage and are not prone, but still are moved.
| Ability-2-Description = When it declares a full attack action, an Ogre may make a [[5-foot step]] and [[Push]] any creatures of size Medium or smaller out of its way.  To resolve Brutish Surge, declare where the Ogre Brute is moving with its 5-foot step. Any and all creatures of size medium and smaller whose spaces are impinged by this five foot step are Pushed back one square, to give the Ogre room to move in.  If any affected creature can fully resist the Push, or has no legal space to which they can move, the Brutish Surge is lost, the Ogre does not move, and the round is resolved with the Ogre in its current space, but the foe(s) that fully resisted the Push take {{Special-Standard-Dmg}} points of {{dmg|bludgeoning}} damage from the stress of resisting the beast.  If the ogre can legally push all affected creatures, those creatures move and must make a Reflex save versus a DC of {{Save-DC}}. If they fail the save, they take {{Special-Swift-Dmg}} points of {{dmg|bludgeoning}} damage, and are knocked [[Prone]] in their new space.  If the reflex save is successful, they take half damage and are not prone, but still are moved.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = Once per round, as a swift action, an Ogre can lay down a massive backhand upon a foe in their reach. To do this, the Ogre designates a foe in their melee reach, but a given foe can only be affected by this power once per encounter, so Ogres try and spread this one around. The Ogre Slap inflicts {{Special-Alpha-Dmg}} points of {{dmg|bludgeoning}} damage and inflicts the [[Dazed]] condition upon the victim until the beginning of the Ogre's next turn. There is no to-hit roll, but the foe may roll a Fort saving throw versus a DC of {{Save-DC}}. If the save is successful, it negates the Dazed condition and reduces the damage by half.
| Ability-3-Description = Once per round, as a swift action, an Ogre Brute can lay down a massive backhand upon a foe in their reach. To do this, the Ogre designates a foe in their melee reach, and that creature takes the damage automatically. The Ogre Slap inflicts {{Special-Alpha-Dmg}} points of {{dmg|bludgeoning}} damage and inflicts the [[Dazed]] condition upon the victim until the beginning of the Ogre's next turn. There is no to-hit roll, but the foe may roll a Fort saving throw versus a DC of {{Save-DC}}. If the save is successful, it negates the Dazed condition and reduces the damage by half.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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         Threat, or Villain role.  All other times, it will be invisible.                    -->
         Threat, or Villain role.  All other times, it will be invisible.                    -->


| Role-Only--Replace-Rez-Power--Name =  
| Role-Only--Replace-Rez-Power--Name = Ogre Gore


| Role-Only--Replace-Rez-Power--Type =  
| Role-Only--Replace-Rez-Power--Type = Ex
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Role-Only--Replace-Rez-Power--Action-Required =  
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
Line 978: Line 982:
         auto-detect Combat Casting and include it                                          -->
         auto-detect Combat Casting and include it                                          -->


| Role-Only--Replace-Rez-Power--Description =  
| Role-Only--Replace-Rez-Power--Description = The first time in an encounter this Ogre is made dead...it dies. It falls to the ground, inert, it's dread heartbeat falling still. It lies there, dead, immune to all damage, losing all status conditions, until the next time its initiative turn comes around...when it wakes back up. Any encounter powers it may possess are refreshed, and it undertakes a bloody afterlife.
 
The Ogre stirs itself, realizing it has been defeated, and the tiny nugget of pure hatred inside it ignites. The Ogre scuttles along the ground, up along walls, performing a [[Slide]] for up to 6 squares. It may move around or through intervening enemies, but it must move along a surface suitable for either it's Walk or Climb speeds.  As it moves, the hatred swells within it, and it may make a single melee attack as a free action once against every enemy that was within its reach when it revives, that falls within its melee reach as it Slides, and that falls within its melee reach when it reaches its destination. Ogres, being ogres, will usually Slide themselves into the middle of as many foes as they can manage, but certain canny examples have been seen to use this power to attempt flight, depending upon circumstances.
 
Once it has undertaken this gore-strewn resurrection, its hit points are set to half normal, equal to it's Bloodied Value of {{Bloodied-Hit-Points}} hit points, and it then takes its normal action and fights on.


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,006: Line 1,014:
| F-Duration =  
| F-Duration =  
}}
}}


-->
-->
Line 1,333: Line 1,342:


| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,368: Line 1,431:
If they are at range, Ogre Brutes will throw their Ogre Chains, looking to tangle up the front ranks of their enemies, and then move in.  If they can charge to the attack, they will do so, especially looking to attack foes who have been entangled. Once in melee, they will often use an attack to make an Intimidate roll, exploiting their bonus to Intimidate rolls and using their Enforcer ability to increase the effect to the potent [[Cringing]] condition.
If they are at range, Ogre Brutes will throw their Ogre Chains, looking to tangle up the front ranks of their enemies, and then move in.  If they can charge to the attack, they will do so, especially looking to attack foes who have been entangled. Once in melee, they will often use an attack to make an Intimidate roll, exploiting their bonus to Intimidate rolls and using their Enforcer ability to increase the effect to the potent [[Cringing]] condition.


Once battle is well-joined, Ogre Brutes will use Brutish Surge if they can shove around two or more victims, then attack any foes that fall prone in preference of other foes. They are smart enough to use Brutish Surge to set up flanks, if at all possible, but they will not bother with flanks in most circumstances. In battle Ogre Brutes do not worry about attacks of opportunity, trusting their mobility to protect them, and will not bother to step back to use their reach for attacks of opportunity, preferring to get close to enemies for Brutish Surge.  That said, if they get the chance for attacks of opportunity, they will certainly take them, chuckling the whole time.
Once battle is well-joined, Ogre Brutes will use Brutish Surge if they can shove around two or more victims, then attack any foes that fall prone in preference of other foes. They are smart enough to use Brutish Surge to set up flanks for themselves, or break their way out of flanks they are in, if at all possible. In battle Ogre Brutes do not worry about taking attacks of opportunity, trusting their Mobility to protect them, and will not bother to step back to use their reach for attacks of opportunity, preferring to get close to enemies for Ogre Slaps and Brutish Surge.  That said, if they get the chance for attacks of opportunity, they will certainly take them, using their potent combination of reach and combat reflexes, chuckling the whole time.


If they are not able to set up Brutish Surge, they will use Ogre Slap (usually in the second round) looking to daze a foe and then make a full attack on them while they are affected. With their Savage Strength, it is the rare foe who gets away after this treatment.  
They will cheerfully close range with almost any foe, taking full moves and using any move ability they have access to too do so, so that they may use Ogre Slap and Brutish Surge early and often, looking to daze a foe and then make a full attack on them while they are affected. With their Savage Strength, it is the rare foe who gets away after this treatment.  


If they are taking strong ranged attacks, they will take a five foot step back from melee, and launch Ogre Chains at their attacker, looking to kill them or at least bind them.
If they are taking strong ranged attacks, they will take a five foot step back from melee, and launch Ogre Chains at their attacker, looking to kill them or at least bind them.
Line 1,378: Line 1,441:




<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Ogre Brutes are very popular thugs and henchmen, both to those weaker than them, whom they use as comfortable patsies, and to those stronger than them, whom they treat with respectful deference and seek to impress.  Brutes on their own operate with a certain degree of low, mean cunning, but they are not the brightest stars in the sky.  They tend to form small raiding parties and do just that, raid, although they have a low, mean ability with nasty little ambushes and traps that can surprise the unwary.
| OutOfCombat = Ogre Brutes are very popular thugs and henchmen, both to those weaker than them, whom they use as comfortable patsies, and to those stronger than them, whom they treat with respectful deference and seek to impress.  Ogre Brutes, like all Ogres, have a startling facility with making and mending and tidying things around the lair, and are welcome 'allies', if their horrific manner and habits can be tolerated.  


Like all Ogres, Brutes are remarkably adept at making stuff, and despite their vileness are widely appreciated by other monsters, albeit from a safe distance.
Brutes on their own operate with a certain degree of low, mean cunning, but they are not the brightest stars in the sky.  They tend to form small raiding parties and do just that, raid, although they have a low, mean ability with nasty little ambushes and traps that can surprise the unwary.





Latest revision as of 00:15, 10 January 2023

Ogre Brute (CR 18)

Chaotic Evil - Large - Humanoid (Giant)
Lore: Know (Local)
34 53
Basic DC Full DC
Initiative
Initiative Icon 2.png
34
Perception:
43 +33
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
44
Man Def
Shield Icon 3.png
44
Monster Health
747 373 34
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +20
Refl: +15
Will: +15

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+27
Sword Icon 3.png
Man Off
+33
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Ogre Hook +27 (4d8+19/19-20 x2)
    as piercing (physical, common)
    plus Savage Strength

Full Attack (Melee):

  • 3x Ogre Hook +27 (4d8+19/19-20 x2)
    as piercing (physical, common)
    plus Savage Strength

Standard Attack (Ranged):

  • 1x Ogre Chains +27 (4d8+19/19-20 x2)
    as ripping (physical, uncommon)
    (Increment: 50 ft.; Max Range: 100 ft.)
    plus Entangled, REFL save (DC 28) negates

Full Attack (Ranged):

  • 3x Ogre Chains +27 (4d8+19/19-20 x2)
    as ripping (physical, uncommon)
    (Increment: 50 ft.; Max Range: 100 ft.)
    plus Entangled, REFL save (DC 28) negates

Siege Damage: Not siege capable

Statistics

28
STR
16
DEX
20
CON
6
INT
14
WIS
6
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)
  • Enforcer (EFFECT: Demoralize (Intimidate) an opponent to inflict Cringing rather than Shaken.)

Special Abilities

Savage Strength (Ex) Always On

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).

Brutish Surge (Ex) Full Attack Action

When it declares a full attack action, an Ogre may make a 5-foot step and Push any creatures of size Medium or smaller out of its way. To resolve Brutish Surge, declare where the Ogre Brute is moving with its 5-foot step. Any and all creatures of size medium and smaller whose spaces are impinged by this five foot step are Pushed back one square, to give the Ogre room to move in. If any affected creature can fully resist the Push, or has no legal space to which they can move, the Brutish Surge is lost, the Ogre does not move, and the round is resolved with the Ogre in its current space, but the foe(s) that fully resisted the Push take 4d8+19 points of bludgeoning (physical, common) damage from the stress of resisting the beast. If the ogre can legally push all affected creatures, those creatures move and must make a Reflex save versus a DC of 28. If they fail the save, they take 4d6+12 points of bludgeoning (physical, common) damage, and are knocked Prone in their new space. If the reflex save is successful, they take half damage and are not prone, but still are moved.

Ogre Slap (Ex) Swift Action 1/Rnd

Once per round, as a swift action, an Ogre Brute can lay down a massive backhand upon a foe in their reach. To do this, the Ogre designates a foe in their melee reach, and that creature takes the damage automatically. The Ogre Slap inflicts 4d10+30 points of bludgeoning (physical, common) damage and inflicts the Dazed condition upon the victim until the beginning of the Ogre's next turn. There is no to-hit roll, but the foe may roll a Fort saving throw versus a DC of 28. If the save is successful, it negates the Dazed condition and reduces the damage by half.

Ogre Brute

Ogre Brute

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.

Ogre Brutes are quintessential Ogres. They are big, mean, and horrible, arrogant to a fault and deplorably disgusting in every way. Their personal habits are as terrible as any ogre could wish for, and their arrogant cruelty in battle is expressed by the way they bully their way around the battlefield and the speed with which they will lay down a contemptuous backhand upon foes in their way.

Ogre Brutes are the horrible monsters that spring to mind first when ogres are discussed, and despite their awfulness, they are widely employed by other sorts of monsters. Orcs and hobgoblins will hire them as muscle and guards and enforcers, while many giants keep ogres around as gophers and guards and servants. It is possible to bump into Ogre Brutes in all sorts of unexpected places, where they are making a bit of coin or engaged in some other noisome exchange for their services.

It is rarely a pleasant encounter.

Combat Tactics

Ogre Brutes are mean, vicious combatants who function on a mixture of low cunning, incredible strength, and delight in embarrassing their victims.

If they are at range, Ogre Brutes will throw their Ogre Chains, looking to tangle up the front ranks of their enemies, and then move in. If they can charge to the attack, they will do so, especially looking to attack foes who have been entangled. Once in melee, they will often use an attack to make an Intimidate roll, exploiting their bonus to Intimidate rolls and using their Enforcer ability to increase the effect to the potent Cringing condition.

Once battle is well-joined, Ogre Brutes will use Brutish Surge if they can shove around two or more victims, then attack any foes that fall prone in preference of other foes. They are smart enough to use Brutish Surge to set up flanks for themselves, or break their way out of flanks they are in, if at all possible. In battle Ogre Brutes do not worry about taking attacks of opportunity, trusting their Mobility to protect them, and will not bother to step back to use their reach for attacks of opportunity, preferring to get close to enemies for Ogre Slaps and Brutish Surge. That said, if they get the chance for attacks of opportunity, they will certainly take them, using their potent combination of reach and combat reflexes, chuckling the whole time.

They will cheerfully close range with almost any foe, taking full moves and using any move ability they have access to too do so, so that they may use Ogre Slap and Brutish Surge early and often, looking to daze a foe and then make a full attack on them while they are affected. With their Savage Strength, it is the rare foe who gets away after this treatment.

If they are taking strong ranged attacks, they will take a five foot step back from melee, and launch Ogre Chains at their attacker, looking to kill them or at least bind them.

Once a battle is joined, Ogre Brutes will never withdraw, certain that no matter the odds, they are better than their foes and will win, no matter what.

Out of Combat

Ogre Brutes are very popular thugs and henchmen, both to those weaker than them, whom they use as comfortable patsies, and to those stronger than them, whom they treat with respectful deference and seek to impress. Ogre Brutes, like all Ogres, have a startling facility with making and mending and tidying things around the lair, and are welcome 'allies', if their horrific manner and habits can be tolerated.

Brutes on their own operate with a certain degree of low, mean cunning, but they are not the brightest stars in the sky. They tend to form small raiding parties and do just that, raid, although they have a low, mean ability with nasty little ambushes and traps that can surprise the unwary.

Rewards

XP: 153,600

Treasure: Sellable Goods worth 67,889 gp.

Weight: 180 lbs.     Volume: 7.2 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)