Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Description
Ogres are hulking giants notorious for their quick tempers. Which makes them poor body guards but some enterprising wizards of the Black Network decided to go on a breeding program to bring about more desirable traits that kept the ogre's formidable strength and durability while improving their intelligence and making them less prone to going into uncontrollable rages.
Zhentarim Uplifted Ogres are mainly employed to guard important persons, dignitaries, and treasure rooms and other important areas . While the program has had some success there have been trade offs. During combat at the start of a Zhentarim Uplifted Ogre's combat round there is a chance they will revert to their more berserk nature. The creature must successful make a Wisdom DC of 12 or better to remain in control. If this is failed The conditioning breaks and the Zhentarim Uplifted Ogre goes into a rage. All the monster's attacks have advantage but it forgoes all defense and is therefore at advantage to hit. Each combat round the creature can attempt to regain control. But while raging it does not recognize friend or foe.
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