Flesh Bag. Due to the thick form of the ogre, it can shrug off a sizeable portion of the damage that it takes. Any damage from bludgeoning, piercing or slashing weapons is reduced by 5.
Rough and Tumble. The ogre can move at twice its movement in a straight line by rolling its massive bulbous body around. It can move through the space of any creature in a straight line from it and stops only when it hits a large or bigger creature or a solid object at the size of a 5 ft cube. Any medium or smaller creature in its way must make a DC 15 Dexterity Saving throw or take 2d8 bludgeoning damage and be knocked prone. If they succeed on this check they are pushed 5 feet out of the way. The ogre still takes opportunity attacks upon moving and must stop moving for a full round before regaining use of this ability.
Multiattack. The ogre makes two arm shield attacks, it can replace either with a shove.
Arm Shield. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Shove. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: the target is pushed 30 ft. away.
Charge (recharge 6). The ogre moves it's full movement forward and everything within a line must make a DC 15 Dexterity saving throw or take 3d6 + 5 bludgeoning damage and be shoved back with the ogre and knocked prone.
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 ogre is particularly brutish and gross. It is swelling with flesh and only has one arm. The one remaining arm has flab hanging down to the ground and is extremely thick and sturdy. The Blashgal ogre cannot fit into any kind of armor and is a glutton among its people and therefore is ousted for eating too much. These ogres also have extreme stench and can be smelled often before they are spotted.
Blashgal ogres are said to be the result of an ogre loosing and arm and fearing to loose the other it begins to gorge itself to such a point in which its form begins to create a hindrance when it tries to use normal tools and armor.
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