Trampling Charge. If the Rat Ogre moves at least 10 feet straight toward a creature and then hits it with a Strike attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Rat Ogre can make one slam attack as its bonus action.
Unstoppable Charge. The Rat Ogre's Walk Speed is unaffected by difficult terrain.
Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.
Smash n Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage and the creature is Grappled.
Downing Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone target. Hit: 15 (2d10 + 4) bludgeoning damage.
Psyblast (Recharge 5-6). The Rat Ogre blasts psychic energy in a 15-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw, taking 24 (4d6) Psychic damage on a failed save, or half as much damage on a successful one. Creatures grappled by the Augmented Rat Ogre automatically fail the saving throw.
Illumination. The cranium rat sheds dim light from its exposed brain in a 15-foot radius or extinguishes the light.
Description
Rat Ogres are massive hulking monstrosities that represent the very pinnacle of Skaven ingenuity, a lethal killing-machine beast that combines the inhumane reflexes of a Skaven with the brawn and size of an Ogre. Though many would be mistaken otherwise, Rat Ogres are not a separate breed of the Skaven race, rather Rat Ogres are creatures born from the fusion of crossbreeding different types of horrific creatures with Skaven blood, and surgically augmenting what is left.
Cranium Rat Ogres were affected by mindflayers, exposing their brain and giving them new abilities.
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