Ogre
Ogre (CR 8)
This creature’s python-thick apish arms and stumpy legs conspire to drag its dirty knuckles through the wet grass and mud. The stooped giant blinks its dim eyes and an excess of soupy drool spills over its bulbous lips. Its misshapen features resemble a man’s face rendered in watercolor, then distorted by a careless splash. It snarls as it charges, a sound the offspring of bear and man might make, showing flat black teeth well suited for grinding bones to paste.
GENERAL
CR 8 Hit Dice 12
XP 4,800
CE Large Humanoid (Giant)
Init +4; Senses Darkvision 60 ft., Low-light 120 ft., Perception +12
DEFENSE
AC 24, touch 14, flat-footed 20 (+4 dex, +10 armor)
hp 120
Fort +11, Ref +7, Will +7
Special Defenses
OFFENSE
Speed 30 ft.
Single Melee Dread Maul +14 (2d6+2/special x2) plus Savage Strength
Full Melee 2x Dread Maul +14 (2d6+2/special x2) plus Savage Strength
Ranged Javelin +14 (2d6+2/x2)
Space/Reach 10 ft./10 ft.
Special Attacks Savage Strength
Action Points 0
STATISTICS
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +8; CMB +15; CMD 28
Feats
Skills Climb +12,
Languages Giant
SPECIAL ABILITIES
- Savage Strength
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).
TREASURE
Sell value of approximately 3,250 gp.
COMBAT TACTICS
Ogres are simple. They'll throw javelins 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.