Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Bite: +4 to hit , one target . Hit: 1d4+2 piercing damage . Toxic bite, any creature bit must make a DC 16 Con save . On a failure tye creature takes 1d4 additional poison damage and is poisoned. At the start of the creatures turn it takes an additional d4+2 of poison damage.
Toxic: It's putrid state and necrotic energy has created a toxic puss and ooze. Piercing the Ogre causes this toxic substance to spray in a ten foot radius. Creature's within the ten foot radius must make a DC 16 Con save. On a failure creatures within range will take 2d6 of necrotic damage and an additional d4 of poison damage, unless the poison is extracted the creature will take 1d4 +4 poison damage . On a Success each creature takes half damage .
Attack of Opportunity : moving out of melee range invokes an attack of opportunity from the Ogre.
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Posted Aug 2, 2019Thanks for writing this for I'm not good at judging how hard hombrew monsters should be. In my campaign, I needed a strong ogre that is better than the original. Thanks>