Wooden armor : The attached armor gives it a +5 Armor Rating (3/4 obscured as reference). Players can attempt to strip it of, by burning or cutting off the cords, that hold them in place.
The armor consists of :
- Helmet : +1 AC , DC 12 to remove
- Breastplate : +2 AC, DC 15 to remove
- Shinboards : +1 AC, DC 10 to remove
- Armguards : +1 AC, DC 10 to remove
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
'ere i comE (3 Rounds): The ogre leaps forward. It moves up to 10 ft forward and has advantage on attack rolls for this round. Attack rolls against it also have advantage for this round.
CruShinG litTle onE : If a Creature is laying prone in 5' feet of it, it can make one stomping attack with its feet.
UaaaAAAARGgh!!!: After recieving more than 15 DMG in a round, the ogre falls into a frenzy and gains the following rules :
- it has advantage on Strength-Checks and Strength-Savingthrows
- melee-attacks deal additional +5 DMG
- for the duration, it gains resistance against piercing-,slashing- und blunt- dmg.
The frenzy ends, when it did not recieve any dmg in a round.
After the frenzy ends, it gains +1 exhaustion point.
Description
Ogres are hulking giants notorious for their quick tempers. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash.
This one, was raised in captivity by goblins and has wooden plates attached with cord to it. Also its the strongest and most aggressiv of the raised ogres, mostlikely because of domestic mistreatment.
Lair and Lair Actions
nEed moRe hAnds:
When encounter in a siege or as part of a group with goblins, the ogre can use one lair-action to grab a goblin near to it and throw it.
This can be done at the start of its turn.
Comments