Ogre Brute
Ogre Brute (CR 13)
Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.
<insert descriptive text here>
GENERAL
CR 13 Hit Dice 19
XP 25,600
CE, Large, Monstrous Humanoid
Init +6; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +20
DEFENSE
AC 35, touch 20, flat-footed 30 (+9 armor, +4 dex, +6 natural, +6 deflection)
hp 295
Fort +16, Ref +12, Will +12
Aura: -
SR: -
Special Defenses: -
Immunities: -
Weaknesses: -
OFFENSE
Speed 40 ft.
Space / Reach: 10 ft. / 10 ft.
Single Melee Ogre Hook +19 (2d8+9/Special) + Savage Strength
Full Melee 3x Ogre Hook +19 (2d8+9/Special) + Savage Strength
Ranged Ogre Chains +19 (2d8+9/x2) Range Increment 20 feet, max range 100 feet, Roll CMB vs CMD to Trip
Special Attacks Brutish Surge
Action Points 0
STATISTICS
Str XX, Dex 16, Con XX, Int XX, Wis XX, Cha XX <copy from source>
Base Atk +13; CMB +22 (+26 for Trip); CMD 30
Feats Combat Reflexes, EFFECT: Four attacks of opportunity per round, Mobility, EFFECT: +4 AC (AC39) against attacks of opportunity caused by own movement
Skills Survival +20, Intimidate +22
Languages <copy from source>
SPECIAL ABILITIES
<special abilities should have a save DC 22>
<special attack damage (standard action): 7d6>
<special attack damage (aoe’s, swift actions or inflicting status effects): 3d6+2>
- Savage Strength
<ability description>
- Brutish Surge
Once per round as a move action, an Ogre may make a five 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 five 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 creatures can fully resist the Push, or have 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. If the ogre can legally push all affected creatures, they move and must make a Reflex save versus a DC of 22. If they fail the save, they take 3d6+2 points of 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.
TREASURE
sell value of approximately 11,250 gp
COMBAT TACTICS
<describe typical actions taken during combat here>