Ogre
“Unleash the Power: Meet the Formidable Ogre, a Force of Brutality in the World!”
Appearance: Ogres stand imposingly at around nine feet tall, with bulging muscles and a stocky build. Their coarse, gray-green skin is marred with scars, warts, and patches of matted hair. Oversized heads boast prominent brows, flat noses, and wide mouths filled with uneven, yellowed teeth. Despite their fearsome appearance, their small, piggy eyes reveal a glint of cunning.
Behavior: They are notoriously brutish, preferring brawn over brains. Despite their limited intelligence, they display a shrewd instinct for survival, often ambushing unwary travelers. Solitary creatures by nature, they occasionally form loose-knit groups when the promise of an easy meal is too tempting to resist.
Habitat: Ogres favor desolate landscapes – grim, rocky hills, dense forests, or the fringes of swampy marshlands. These secluded habitats provide ample cover for their crude lairs, typically fashioned from stolen materials and adorned with the grim remains of previous victims.
Modus Operandi: With a penchant for violence, they often lie in wait for unsuspecting prey. Their preferred method involves a swift ambush, relying on their immense strength to overpower victims. Primitive weapons like clubs and tree trunks serve as extensions of their destructive capabilities, leaving a trail of devastation in their wake.
Motivation: Driven primarily by base desires, ogres seek little more than sustenance and the thrill of the hunt. The promise of an easy meal, whether human, elf, or any other unfortunate wanderer, is enough to set them in motion. Unencumbered by lofty aspirations, ogres embody a primal force, a relentless embodiment of the dangers that lurk in the untamed wilderness.
Ogre 5e
Ogre 3.5
Ogre
Ogres are brutish giants, roaming desolate landscapes in search of easy prey. Armed with makeshift weapons, they rely on their strength and sheer ferocity to overwhelm their victims. When an ogre sets its sights on you, the ground trembles beneath its thunderous footsteps, and the air is filled with the ominous promise of impending danger.
Large giant, chaotic evil
Armor Class 11 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 7 (-2) | 7 (-2) |
Skills Perception +1
Senses darkvision 60 ft., passive Perception 11
Languages Common, Giant
Challenge 2 (450 XP)
Keen Smell. The ogre has advantage on Wisdom (Perception) checks that rely on smell.
Brute. A melee weapon deals one extra die of its damage when the ogre hits with it (included in the attack).
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.
The ogres are a race of humanoid beings, fierce and cruel monsters, that eat human flesh; they are also shy and cowardly, and have little or no Intelligence and cleverness, which makes it easy for men to defeat them.
They are often depicted with a big head, abundant and hirsute hair and beard, a huge belly, and a strong body. Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.
Source(s) 3.5E Monster Manual I, 3E Monster Manual I, 3E Player’s Handbook, Monstrous Compendium Volume 1, d20 Modern, Dragonlance (MC4), 1E Monster Manual 1, Rules Cyclopedia, Classic D&D Game, Monstrous Manual, Introduction to AD&D, Warcraft Manual of Monsters
Ogre | Ogre, 4th-Level Barbarian | |
Large Giant | Large Giant | |
Hit Dice | 4d8+11 (29 hp) | 4d8+19 plus 4d12+16 (79 hp) |
Initiative | -1 | +0 |
Speed | 30 ft. in hide armor (6 squares); base speed 40 ft. | 40 ft. in hide armor (8 squares); base speed 50 ft. |
Armor Class | 16 (-1 size, -1 Dexterity, +5 natural, +3 hide armor), touch 8, flat-footed 16 | 19 (-1 size, +5 natural, +4 +1 hide armor, ring of protection +1), touch 10, flat-footed 19 |
Base Attack/Grapple | +3/+12 | +7/+19 |
Attack | Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5) | +1 Greatclub +16 melee (2d8+13) or javelin +6 ranged (1d8+8) |
Full Attack | Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5) | +1 Greatclub +16/+11 melee (2d8+13) or javelin +6 ranged (1d8+8) |
Space/Reach | 10 ft./10 ft. | 10 ft./10 ft. |
Special Attacks | – | Rage 2/day |
Special Qualities | Darkvision 60 ft., Low-Light Vision | Darkvision 60 ft., Low-Light Vision, trap sense +1, uncanny dodge |
Saves | Fort +6, Ref +0, Will +1 | Fort +12, Ref +2, Will +2 |
Abilities | Strength 21, Dexterity 8, Constitution 15, Intelligence 6, Wisdom 10, Charisma 7 | Strength 26, Dexterity 11, Constitution 18, Intelligence 8, Wisdom 10, Charisma 4 |
Skills | Climb +5, Listen +2, Spot +2 | Climb +13, Hide -6, Jump +17, Listen +6, Spot +2 |
Feats | Toughness, Weapon Focus (Greatclub) | Power Attack, Toughness, Weapon Focus (Greatclub) |
Environment | Temperate hills | Temperate hills |
Organization | Solitary, pair, gang (3-4), or band (5-8) | Solitary, pair, gang (1 plus 1-3 ogres), or band (1 plus 4-7 ogres) |
Challenge Rating | 3 | 7 |
Treasure | Standard | Standard (including +1 hide armor, +1 Greatclub, and ring of protection +1) |
Alignment | Usually chaotic evil | Usually chaotic evil |
Advancement | By character class | By character class |
Level Adjustment | +2 | +2 |
Combat
They favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.
Ogre Barbarian
Their inherent bent toward chaos combines with their size and Strength to make ogres natural barbarians. Indeed, their leaders are almost always barbarians of low to middle level, monstrous brutes whose fury in battle is truly fearsome. A raging ogre barbarian is an inspiration to other ogres.
Combat
Marginally more intelligent than his brutish fellows, an ogre barbarian is slightly more likely to enter a fair fight, but in general prefers the brutish tactics common to all its kind.
Rage (Ex): Twice per day, an ogre barbarian can enter a state of fierce rage that last for 9 rounds. The following changes are in effect as long as he rages: AC 17 (touch 8, flat-footed 17); hp 95; Atk +18/+13 melee (2d6+16, +1 Greatclub); SV Fort +14, Will +4; Strength 30, Constitution 22; Climb +15, Jump +16. At the end of his rage, the ogre barbarian is fatigued for the duration of the encounter.
Trap Sense (Ex): The barbarian has a +1 bonus on Reflex saves made to avoid traps. He also has a +1 bonus to his AC against attacks by traps.
Uncanny Dodge (Ex): An ogre barbarian retains his Dexterity bonus to AC regardless of being caught flat-footed or attacked by an invisible opponent. His Dexterity bonus to AC is +0, but this means that he is not subject to a rogue’s sneak attack in these circumstances.