Ogre: Difference between revisions

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=== SPECIAL ABILITIES ===
=== SPECIAL ABILITIES ===
; Savage Strength
; Savage Strength (Ex)
Any time an ogre makes a melee attack, he rolls 2d20 for his to-hit roll.  If either of the rolls is a hit, the attack hits. If both rolls indicate a hit, it is a critical hit.  Ogres do not need to roll to confirm (the second die is the confirmation roll).
Any time an ogre makes a melee attack, he rolls 2d20 for his to-hit roll.  If either of the rolls is a hit, the attack hits. If both rolls indicate a hit, it is a critical hit.  Ogres do not need to roll to confirm (the second die is the confirmation roll).


=== TREASURE ===
=== TREASURE ===

Revision as of 00:08, 12 January 2015


xx

Ogre (CR 8)

Ogres, along with trolls, are the 'least' of the giantkin tribes, although 'least' is a subjective term for creatures that easily reach ten feet in height and weigh close to a ton. They are thick of feature, massively fanged, and naturally inclined to be horrendously evil, delighting in tormenting the weak and exploiting the timid.

Ogres are notable for their horrible tastes. If it is vile or grotesque to other humanoids, then Ogre's probably love it. Ogre's are remarkably stupid, but still display an uncomfortable level of low, mean cunning. Ogres come in a wide variety of shapes and sizes, but are uniformly large, thick, and sturdy. Ogres tend to be more muscular and broad than trolls, and usually lack claws on their fingers.

Ogres use weapons, wear clothes, and generally enjoy the trappings of 'civilization', but everything about them is awful. They get along poorly with all civilized races smaller than them, have an uneasy competition with trolls over who is more nasty, and tend to get along swimmingly with larger giants, whom they tend to regard with respect that can border upon fawning, the more powerful the giants become. Ogres tend to be good at crafts, believe it or not, and will frequently make and use various items and equipment.


GENERAL

CR 8 Hit Dice 12

XP 4,800

CE Large Humanoid (Giant)

Init +4; Senses Darkvision 60 ft., Low-light 120 ft., Perception +12


DEFENSE

AC 25, touch 16, flat-footed 19 (+5 armor, +6 dex, +4 natural, +0 deflection)

hp 150

Fort +11, Ref +7, Will +7

Special Defenses


OFFENSE

Speed 30 ft.

Single Melee Dread Maul +14 (2d8+2/special x2) plus Savage Strength

Full Melee 2x Dread Maul +14 (2d8+2/special x2) plus Savage Strength

Ranged Javelin +14 (2d8+2/x2), range increment 30 feet

Space/Reach 10 ft./10 ft.

Special Attacks Savage Strength

Action Points 0

STATISTICS

Str 21, Dex 8, Con 15, Int 6, Wis 12, Cha 7

Base Atk +8; CMB +13; CMD 25

Feats

Skills Climb +12,

Languages Giant


SPECIAL ABILITIES

Savage Strength (Ex)

Any time an ogre makes a melee attack, he rolls 2d20 for his to-hit roll. If either of the rolls is a hit, the attack hits. If both rolls indicate a hit, it is a critical hit. Ogres do not need to roll to confirm (the second die is the confirmation roll).

TREASURE

Sell value of approximately 3,250 gp.


COMBAT TACTICS

Ogres are simple. They'll throw javelins if they're at range, but vastly prefer being in melee. Once in melee, they will use Savage Strength to overpower their foes and smash them to jelly. Ogres often put off retreat until it is too late, though if they get a round or two to ponder inevitable defeat, they will run away.