Agressive. On Bal's turn he can use one bonus action to move up to his speed toward a hostile creature it can see
Charge. If Bal moves at least 10 feet straight toward a target and then hits it with a greatclub attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Multiattack. Bal the Skinner makes two attacks one with his Greatclub and one with his Hook.
Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage
Hook. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target Hit: 11 (2d6+4) If the target is Huge or smaller the creature must succeed on a Strength Contest throw or be pulled up to 20 ft. towards Bal. A creature that is hit with a Hook attack is restrained until they use an action to make a DC 15 Strength check to free themselves or another creature. Any time a creature starts its turn grappled by the Hook it takes 5 (2d4) points of damage.
Description
Ogres by themselves are savage and dangerous creatures driven solely by their impulses and short tempers. The only advantage most adventurers have to rely on is the fact that the creatures are typically a few apples short of a picnic. However, residing deep in the bowels of Sharn and operating in the Lower Wards is an Ogre who has discovered the merit in a book and retains his bestial impulses.
Bal the Skinner. Bal the Skinner is an Ogre of Droaam that was relocated to Sharn to assist the agents of Daask in their operations. Once a warlord in Droaam far before the Daughters of Sora Kell occupied and united the lands, He was brutal and relentless to all challengers, To taunt his foes and show his strength he would skin his defeated challengers and turn their flayed flesh into wicked parodies of their clans' banner.
Content with his life of battle and luxury it was all changed when he was challenged and beaten by the Oni, Tzaryan Rrac for control of his position and territory. After his defeat, Tzaryan denied the Ogre an honorable death and banished him from the territories.
Smarter Than Average. Despite his barbaric tendencies and lust for battle, The one thing that made Bal stronger than his Ogre-kin was his surprising capacity for thinking. With his ability to strategize as well as crush a skull like a paper bag it made him and his Ogre Clan's a capable force to be reckoned with.
Daask Captain. After the Daughters of Sora Kell came to Droaam and begun to appoint governors for territories in Droaam they had no place for the established but exiled Bal, However, they saw potential in the Ex-Warlord and decided to send him to Daask to operate as one of the Captains of Daask.
As a Daask Captain, Bal now uses his talents and strength to impose a protection racquet on the lower wards of Sharn. He makes his money by offering protection to small businesses whether they ask for it or not, and if any business is unable to pay for the services they are extorted through violence or vandalism.
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