Homebrew Dragon Ogre Species Details

Dragon ogres appear as a vile and perverse interbreed between the majestic dragon, and the lesser so ogre. Much like a centaur, their body is quadrupedal in nature with four legs baring a tauric lower half, whilst a humanoid torso extends up from where otherwise the withers would be. This is where the similarities end.

Their lower body is coated entirely in a tough hide and dragon-like scales with various spines jutting out along the quadrupedal back. These continue down a deceptively long, yet thin, tail stretching out from its hindquarters. Powerful scaled legs bare clawed, almost hand-like feet similar to a dragons. Hide gives way to skin from the humanoid waist up, though sparingly scales still dot their form. Their upped body is striking similar to that of their ogre counterparts. Monstrously thick arms and hands, bulky torsos and a face to make the Gods themselves weep. Two large horns protrude from their heads and some dragon ogres bare tusks and yet further horns or spines. Hair grows atop their head and upper bodies, however for their quadrupedal half, it does not.

Blessed or cursed, depending on how it is looked upon, dragon ogres are immortal, paving way to exceedingly long lives. Their form is however still material, leading them to die if they sustain sufficient injuries or fall prone to illness or disease. They do not require sustenance to sustain their bodies as a mortal does, but can instead bath in lightning storms to maintain their long lives and even to rejuvenate their vigor. This leads them to be strongly resistant to electric-based attacks and magic. So long as they continue to bathe in lightning, dragon ogres continue to grow in size and power throughout their lives. Theoretically, there is no real limit to how massive one can become with time given. Their very presence seems to draw on storms to the locations that they inhabit. The larger and more powerful the dragon ogre or the greater the numbers, the added effect on this storm evoking effect. However, without infrequent storms to sustain them, dragon ogres find their bodies weakening and their stamina failing them, forcing the monstrous creatures back into hibernation until a great storm can rouse them once more.

Dragon Ogre Traits

Dragon Ogre

Ability Score Increase

Your Strength score increases by 2 and your Constitution score increases by 2

Monstrous Physiology

Your type is monstrosity. You cannot wear footwear such as magical boots. You cannot mount another creature, but may allow a Medium or Small creature to mount you.

Claws

Your unarmed strike deals 1d6 slashing damage

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Born of Lightning

You have resistance to lightning damage

Resilience

You have advantage on saving throws against poisoned, and you have resistance against poison damage.

Languages.

Languages. You can speak and understand Common, Giant, and Draconic.

Armor

Armor: All armor

Weapons prof

Weapons: Simple weapons, martial weapons

Saving Throws

Saving Throws: Strength, Constitution

Strange Heritage

Strange Heritage
At 2nd level, you have advantage on Survival checks to track dragons and giants, as well as on Intelligence checks to recall information about them.

Lightning Born

Lightning Born
At 3rd level, you become immune to lightning damage. In addition, the first melee attack you make on your turn deals additional lightning damage equal to your proficiency bonus.

Tail Sweep

Tail Sweep
you may attempt to trip creatures that are within a 10ft cone of the back of your character.

All creatures must a Dexterity saving throw of 14 or higher to not take 2d10 bludgeoning damage and be knocked prone if they are a Huge or smaller creature.

Horns

Horns. You are never unarmed. Your horns are a melee weapon that deals 1d8 piercing damage, and you are proficient with your horns. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.

Large Weapon Master

Large Weapon Master
You can wield Large-sized weapons. Large weapons have four times the cost and weight of a normal weapon, but deal double the damage dice.

Shock

Shock
Starting at 7th level, you may cast the thunderwave spell at its lowest level as an action.

Lightning Discharge

Lightning Discharge
Starting at 13th level, you can cast lightning bolt  You regain use of this feature once you finish a long rest.

Lightning Breath

Lightning Breath
At 20th level, you may expel lightning in a 40-foot cone. Each creature in that cone must make a DC 16 Dexterity saving throw, taking (8d10) lightning damage. You regain use of this trait after you finish a short or long rest.

Previous Versions

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