Pine Blood. Pine kindred count as both plant and undead for any effect related to type.
Thorny Defense. A creature that touches the thorn-ogre or hits it with a melee attack while within 5 feet of it must succeed at a DC 12 Dexterity saving throw or take 4 (1d4 + 2) piercing damage.
Multiattack. The thorn-ogre makes two thorns attacks.
Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Thorns. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Thorn Volley (Recharge 5–6). The thorn-ogre unleashes a hail of thorns in a 60-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, with disadvantage if they are within 20 feet of the thorn-ogre. On a failure they take 11 (2d6 + 4) piercing damage, or 6 (1d4 + 4) piercing damage if they are more than 20 feet from the thorn-ogre. On a success they take half damage.
Description
Giant brown skeletons wrapped in roots and sinewy flesh, a thorn-ogre is covered in hundreds of giant pine needles. These undead are rarer than any standard pine kindred, since like a Root-Ogre or Tree-Jotun they require both the corpse of a giant and an obscure Dark Druidic Mystery to produce. They are the most common of the giant pine kindred variants due to their relative utility and ease of creation.
Thorn-ogres are normally armed with a wooden shield and spiked club, but their pine needles are deadly weapons in their own right, both as defensive thorns, spikes for punching an opponent, or darts to hurl at a distant target.
(Inspired by the Pine Kindred by Julian Lawrence; appeared in White Dwarf Magazine #21 (Oct/Nov 1980) as part of the Fiend Factory mini-module "One-Eye Canyon", edited by Albie Fiore.)
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