Large Giant, Chaotic Evil
Armor Class 14 (ring mail)
Hit Points 94 (11d10 + 33)
Speed 40 ft.
STR
19 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
7 (-2)
WIS
7 (-2)
CHA
9 (-1)
Saving Throws CON +5
Senses Darkvision 60 ft., Passive Perception 8
Languages Common, Giant
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Bull Rush. When the ogre chieftain moves at least 30 feet in one direction, it can make a greataxe attack as a bonus action. On a success, the target must succeed a DC 14 Strength saving throw or be knocked prone.

Actions

Multiattack. The ogre chieftain makes two greataxe attacks. If it has its ferocious roar ability, it may use this in place of one greataxe attack.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing 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.

Ferocious Roar (Recharge 4-6). The ogre chieftain unleashes a howling bellow. All creatures within 120 feet of the ogre chieftain who can hear it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of their next turn. Any creature that can see the ogre chieftain has disadvantage on this saving throw.

In addition, any nonhostile creature who can hear and see the ogre chieftain when it uses this ability gains advantage on attack rolls until the end of its next turn.

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.

Ogre chieftains are what passes for cunning in ogre "society," though this often simply means they are somehow more brutal than the average ogre. Still, they have enough charisma to impel their kin or any lesser creature to do their bidding, and enough strength to enforce that writ.

Environment: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

matthall2189

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