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Ogre

Ogre CR: 2

Large giant , chaotic evil
Armor Class: 11 (hide armor)
Hit Points: 59 (7d10+21) 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 Rating: 2

Actions

Greatclub. Melee Weapon Attack: +6 1d20+6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) 2d8+4 bludgeoning damage.   Javelin. Melee or Ranged Weapon Attack: +6 1d20+6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) 2d6+4 piercing damage.

Ogre Bolt Launcher CR: 2

Large giant , chaotic evil
Armor Class: 13 (hide armor)
Hit Points: 59 (7d10+21) 7d10+21
Speed: 40 ft

STR

19 +4

DEX

12 +1

CON

16 +3

INT

5 -3

WIS

7 -2

CHA

7 -2

Senses: darkvision 60 ft., passive Perception 8 
Languages: Common, Giant
Challenge Rating: 2

Actions

Fist. Melee Weapon Attack: +6 1d20+6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) 2d4+4 bludgeoning damage.   Bolt Launcher. Ranged Weapon Attack: +3 1d20+3 to hit, range 120/480 ft., one target. Hit: 17 (3d10+1) 3d10+1 piercing damage.

Ogre Chain Brute CR: 3

Large giant , chaotic evil
Armor Class: 11 (hide armor)
Hit Points: 59 (7d10+21) 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 Rating: 3

Actions

Fist. Melee Weapon Attack: +6 1d20+6 to hit, reach ft., one target. Hit: 9 (2d4+4) 2d4+4 bludgeoning damage.   Chain Sweep. The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8+4) 1d8+4 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.   Chain Smash (Recharge 6) 1d6 . Melee Weapon Attack: +6 1d20+6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) 2d8+4 bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.

Ogre Battering Ram CR: 4

Large giant , chaotic evil
Armor Class: 14 (ring mail)
Hit Points: 59 (7d10+21) 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 Rating: 4

Siege Monster. The ogre deals double damage to objects and structures.

Actions

Bash. Melee Weapon Attack: +6 1d20+6 to hit, reach 5 ft. , one target. Hit: 15 (2d10+4) 2d10+4 bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller.   Block the Path. Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) 3d10 bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn.

Ogre Howdah CR: 2

Large giant , chaotic evil
Armor Class: 13
Hit Points: 59 (7d10+21) 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 60ft., passive Perception 8
Languages: Common, Giant
Challenge Rating: 2

Howdah. The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapon with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre. 

Actions

Mace. Melee Weapon Attack: +6 to hit 1d20+6 , reach 5ft., one target. Hit: 11 (2d6+4) 2d6+4 bludgeoning damage. 

The most unusual of the specialized ogres, the howdah carries a palisaded wooded fort on its back. The fort is big enough to serve as a fighting platform for up to four small humanoids. Ogre howdahs are most often seen bearing goblins equipped with bows and spears into battle, but they could just as easily transport kobolds, deep gnomes, or other humanoids of similar size. 

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