Ogre: Difference between revisions
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(or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | |||
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Revision as of 20:00, 17 April 2021
Ogre (CR 8)
Chaotic Evil - Large - Humanoid (Giant) |
---|
Lore: | Know (Local) | ||
14 | 29 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
23 | +13 |
Passive | Active |
Ambush: |
15+ |
on a d20 |
Senses:
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
171 | 85 | 13 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +12 |
Refl: | +4 |
Will: | +4 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Dread Maul +13 (2d8+6/19-20 x2)
as bludgeoning (physical, common)
plus Savage Strength
Full Attack (Melee):
- 3x Dread Maul +13 (2d8+6/19-20 x2)
as bludgeoning (physical, common)
plus Savage Strength
Standard Attack (Ranged):
- 1x Stripped Tree Branch +14 (2d8+10/19-20 x2)
as piercing (physical, common)
(Increment: 30 ft.; Max Range: 150 ft.)
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
24 |
STR |
8 |
DEX |
21 |
CON |
6 |
INT |
12 |
WIS |
7 |
CHA |
Skills:
- Might: 15
- Movement: 12
- Perception: 13
- Survival: 12
- All other skills: 8 (no ranks)
Languages: Giant
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). |
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 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.
Combat Tactics
Ogres are simple. They'll throw their tree branch spears and walk closer if they're at range, but vastly prefer being in melee. Once in melee, they will use Savage Strength to overpower their foes and smash them to jelly. Ogres often put off retreat until it is too late, though if they get a round or two to ponder inevitable defeat, they will run away.
Out of Combat
Ogres are uniformly grotesque and awful, but they are nonetheless quite common. Lower level monsters will sometimes have an Ogre around to serve as REAL muscle, in mid-level games they make nice, simple, but dangerous foes in their own right, and in higher level games anywhere you find Giants, you will also find Ogres. Despite their vile dispositions Ogres are highly prized by most more-powerful monsters for the simple fact that Ogres are ridiculously handy to have around. Ogres are remarkably stupid, but they are clever with their hands. Having a pack of Ogres around the lair means you will have furniture that is in good repair, doors that close quietly, pit traps that are in good repair, working plumbing, and numerous other incredibly useful things.
Rewards
XP: 4,800
Treasure: Sellable Goods worth 3,875 gp.
- Weight: 80 lbs. Volume: 3.2 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 | |
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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 | |
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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 | |
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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) |