Armor Class
11
(hide armor)
Hit Points
59
(7d10 + 21)
Speed
40 ft.
STR
19
(+4)
DEX
8
(-1)
CON
16
(+3)
INT
5
(-3)
WIS
7
(-2)
CHA
7
(-2)
Senses
Darkvision 60 ft., Passive Perception 8
Languages
Common, Giant
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Hard hitter: Whenever the Ogre crits, it will send its prey flying, dealing and extra 1D8 point of damage. The number of feet the victim flies is determined by rolling a D6 and multiply it by 10.
Strong grappler: Ogres are insanely strong and has a way to lock their arms around their opponent. If the ogre succesfully grapples and maintain its hold, each round, if struggling to get free, a constitution dif. 10 save must be made. Unsuccesful, the victim receives one point in exhaustion. This is due to the fact that the ogre tightens its grasp, squeezing the air out. (this doesn’t count for creatures who doesn’t rely on breath).
Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning 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.
Description
Ogres are fearsome monster halfgiants who dwell in forests, mountains and the plains. Ogres are always on the move, but they establish butcheries in caves and groves. This often comes to conflict when more ogres arrive at the same time, and it will often turn into a physical conflict. Ogres and physical conflicts often result in a massacre.
Ogres live to fight and eat, and will almost always do the latter to those they capture or kill.
Ogres live to fight and eat, and will almost always do the latter to those they capture or kill.
While mostly solitary, Ogres can organize into a raiding party, it’s size depends on how powerful their leader is.
The leader, called a Kharn, is either a very skilled combatant or very wise. In the end though, it’s alway the biggest fist or weapon that decides.
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