Ogrémoch
Prince of Elemental Evil • Lord of Earth • The Mountain That Walks

Ogrémoch is the Prince of Evil Earth: a colossal elemental sovereign whose body resembles a walking mountain of dark stone and crystal. He does not raid for wealth because he needs it. He believes everything buried beneath the ground already belongs to him, and every mine, vault and foundation is therefore an act of theft.
At a Glance
Game Statistics
Ogrémoch
2024 note: no separate 2024 Ogrémoch stat block has been published. This is a compatibility conversion of his established 5e form into the current monster presentation.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 11 (+0) | 28 (+9) | 11 (+0) | 15 (+2) | 22 (+6) |
Saving Throws Str +14, Con +15, Wis +8
Damage Resistances Bludgeoning, Piercing and Slashing from nonmagical attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned, Prone
Senses Blindsight 120 ft., Tremorsense 120 ft., Passive Perception 12
Languages Common, Terran
Challenge 20 (PB +6)
Adamantine Force. Ogrémoch’s slam attacks count as magical and adamantine when overcoming resistance or immunity.
Legendary Resistance (3/Day). When he fails a saving throw, Ogrémoch can choose to succeed instead.
Magic Resistance. Ogrémoch has Advantage on saving throws against spells and magical effects.
Siege Monster. His weapon attacks deal double damage to objects and structures.
Earth Magic. Spell save DC 20, +12 to hit with spell attacks. At will: meld into stone, move earth, wall of stone.
Multiattack. Ogrémoch makes two Stone Slam attacks.
Stone Slam. Melee Attack Roll: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Hurl Boulder. Ranged Attack Roll: +14 to hit, range 120/500 ft., one target. Hit: 46 (7d10 + 8) bludgeoning damage, and a Large or smaller target must succeed on a DC 23 Strength save or fall Prone.
Call Earth Servants (1/Day). Ogrémoch tears power from himself to call up to three Earth Elementals. He loses 30 Hit Points for each one created; they vanish when he is reduced to 0 Hit Points.
Crystal Flare. Crystals blaze around Ogrémoch, outlining creatures within 30 feet until the start of his next turn; affected creatures cannot benefit from being Invisible against creatures that can see the glow.
Stomp (Costs 2). Creatures on the ground within 30 feet must succeed on a DC 23 Dexterity save or fall Prone.
Birth Gargoyle (Costs 3). Ogrémoch loses 50 Hit Points and tears a living gargoyle from his own stone body into an empty space within 15 feet.
Ogrémoch
Published baseline: Princes of the Apocalypse. The numerical profile below follows that 2014-era version, with ability text shortened for table use.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 11 (+0) | 28 (+9) | 11 (+0) | 15 (+2) | 22 (+6) |
Saving Throws Str +14, Con +15, Wis +8
Damage Resistances Bludgeoning, Piercing and Slashing from nonmagical attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned, Prone
Senses Blindsight 120 ft., Tremorsense 120 ft., Passive Perception 12
Languages Common, Terran
Empowered Attacks. His slams overcome nonmagical and adamantine-based defenses as appropriate. Legendary Resistance 3/day; Magic Resistance; Siege Monster. Innate spellcasting uses Charisma (save DC 20, +12 spell attack) and includes meld into stone, move earth and wall of stone at will.
Multiattack. Two slams.
Slam. +14 to hit, reach 15 ft.; 30 (4d10 + 8) bludgeoning damage.
Boulder. +6 to hit, range 500 ft.; 46 (7d10 + 8) bludgeoning damage. A creature hit must make a DC 23 Strength save or fall prone.
Summon Elementals (1/Day). Summons up to three Earth Elementals, losing 30 hp for each summoned creature.
Ogrémoch uses three legendary actions each round: crystal illumination, a ground-shaking stomp, or the costly creation of a gargoyle from his own body.
Ogrémoch
Pathfinder conversion: this tab translates the established legacy earth-prince material into PF1e terms rather than pretending there is an official Pathfinder Ogrémoch stat block.
XP 9,830,400
Init +3; Senses darkvision 60 ft., tremorsense 120 ft.; Perception +51
AC 62, touch 5, flat-footed 62 (−1 Dex, −4 size, +52 natural, +5 deflection, +5 insight)
hp 936 (48d10+672)
Fort +42, Ref +27, Will +32
DR 20/epic and good; SR 41; Immune elemental traits, poison, paralysis, petrification; Resist acid 30, fire 30, cold 10, electricity 10
Speed 30 ft., burrow 30 ft.
Melee 2 slams +69 (4d6+24)
Ranged boulder +43 (6d6+24), range increment 120 ft.
Space 20 ft.; Reach 20 ft.
Special Attacks earth mastery, push, earthshaker, summon earth host, spell-like abilities
Spell-Like Abilities CL 30th; at will—meld into stone, move earth, stone shape, spike stones, stoneskin, wall of stone; 3/day—earthquake, flesh to stone, iron body; save DCs are Charisma-based.
Str 59, Dex 8, Con 39, Int 22, Wis 19, Cha 19
Base Atk +48; CMB +68; CMD 77
Feats Cleave, Great Cleave, Greater Bull Rush, Greater Sunder, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (slam), plus monster feats appropriate to his Hit Dice.
Languages Terran, Common; telepathy 120 ft.
Earth Mastery (Ex). Ogrémoch gains +1 on attack and damage rolls when both he and his foe touch the ground; he takes −4 when striking an airborne or waterborne foe.
Summon Earth Host (Sp) 3/day. Ogrémoch calls earth elementals, xorns, gargoyles or dao whose combined power is appropriate for a CR 30 encounter.
Unyielding Mountain (Ex). Ogrémoch cannot be moved or knocked prone while touching natural earth or stone unless he chooses to be.
Ogrémoch
Hit Dice 48d8+672 (1,056 hp)
Initiative +3
Speed 20 ft.
Armor Class 62 (−4 size, −1 Dex, +47 natural, +5 deflection, +5 insight)
Attack slam +59 melee (4d6+36)
Full Attack slam +59/+54/+49/+44 melee (4d6+36)
Space/Reach 20 ft./15 ft.
Special Attacks earth mastery, push, summon earth creatures, spell-like abilities, turn/rebuke elementals
Special Qualities darkvision 60 ft., damage reduction 45/+7, spell resistance 40, template infusion, elemental traits, unaging, unique, fire resistance 30, acid resistance 20, cold resistance 5, electricity resistance 5
Saves Fort +40, Ref +25, Will +30
Abilities Str 59, Dex 8, Con 39, Int 22, Wis 19, Cha 19
Skills Concentration +28, Intimidate +18, Knowledge (the planes) +20, Listen +34, Spot +34
Feats Cleave, Great Cleave, Improved Critical (slam), Improved Initiative, Power Attack, Sunder, Weapon Focus (slam)
Epic Feats Devastating Critical (slam), Epic Weapon Focus (slam), Overwhelming Critical (slam)
Earth Mastery (Ex). +1 attack and damage while both Ogrémoch and his foe touch the ground; −4 attack and damage against airborne or waterborne foes.
Push (Ex). Ogrémoch can begin a bull rush without provoking an attack of opportunity; Earth Mastery modifies the opposed Strength check.
Spell-Like Abilities. At will—detect snares and pits, earthquake, elemental swarm (earth only), flesh to stone, iron body, magic stone, meld into stone, move earth, soften earth and stone, spike stones, stone shape, stoneskin, stone tell, wall of stone. Caster level 48th; save DC 14 + spell level.
Summon Earth Creatures (Sp) 4/day. Ogrémoch can call an earth host totalling up to 54 Hit Dice; no single summoned creature can exceed 36 Hit Dice.
Turn/Rebuke Elementals (Su). Ogrémoch can turn or destroy air creatures, or rebuke or command earth creatures, seven times per day.
Template Infusion (Su). Ogrémoch can infuse qualifying creatures with earth- or evil-linked templates, to a maximum combined CR increase of +3.
Behaviour
Ogrémoch is patient in the way mountains are patient. He does not need to chase every enemy. He blocks roads, collapses tunnels, buries exits and waits for hunger, thirst and fear to finish what his fists began.
Alignment: his evil is territorial and possessive. Mortals are thieves who cut into his body for ore, gemstones and stone. A mine, buried treasury or underground city can attract his attention even when its inhabitants have never heard his name.
If Violence Starts
Break the Ground
He destroys footing first: walls rise, floors split, mud traps form and crystal spikes turn movement into damage.
Crush the Immobile
Once enemies are prone, restrained or boxed in, he closes and uses his reach and enormous slam attacks.
Outlast the Party
Ogrémoch is difficult to move, poison or disable. He is content to make the battlefield progressively worse until the party runs out of safe ground.
Lair & Earth Nodes
Ogrémoch favours immense caverns filled with black crystal, fault lines and jagged stone. In an elemental earth node he can turn ground to grasping mud, force crystal spikes from the floor or send violent tremors through the entire chamber. His lair should feel like the dungeon itself has chosen a side.
Related Planar Powers
Sources & Rules Notes
The 5e baseline comes from Princes of the Apocalypse. The 5.5e and Pathfinder 1e tabs are compatibility conversions for campaigns using those rules. The 3.5e tab preserves the established legacy site version in a cleaner format.
