Ogre Brute: Difference between revisions

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; Brutish Surge
; Brutish Surge
Once per round, an Ogre may make a five foot step and Push any creatures of size Medium or smaller out of its way.  To resolve Brutish Surge, declare where the Ogre Brute is moving with its five foot step. Any and all creatures of size medium and smaller whose spaces are impinged by this five foot step are Pushed back one square, to give the Ogre room to move in.  If any affected creatures can fully resist the Push, or have no legal space to which they can move, the Brutish Surge is lost, the Ogre does not move, and the round is resolved with the Ogre in its current space.  If the ogre can legally push all affected creatures, they move and must make a Reflex save versus a DC of 22. If they fail the save, they take 3d6+2 points of bludgeoning damage, and are knocked [[Prone]] in their new space.  if the reflex save is successful, they take half damage and are not prone, but still are moved.
Once per round as a move action, an Ogre may make a five foot step and Push any creatures of size Medium or smaller out of its way.  To resolve Brutish Surge, declare where the Ogre Brute is moving with its five foot step. Any and all creatures of size medium and smaller whose spaces are impinged by this five foot step are Pushed back one square, to give the Ogre room to move in.  If any affected creatures can fully resist the Push, or have no legal space to which they can move, the Brutish Surge is lost, the Ogre does not move, and the round is resolved with the Ogre in its current space.  If the ogre can legally push all affected creatures, they move and must make a Reflex save versus a DC of 22. If they fail the save, they take 3d6+2 points of bludgeoning damage, and are knocked [[Prone]] in their new space.  if the reflex save is successful, they take half damage and are not prone, but still are moved.
 


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

Revision as of 22:46, 19 September 2015


xx

Ogre Brute (CR 13)

Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.

<insert descriptive text here>


GENERAL

CR 13 Hit Dice 19

XP 25,600

CE, Large, Monstrous Humanoid

Init +6; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +20


DEFENSE

AC 34, touch 20, flat-footed 30 (+8 armor, +4 dex, +6 natural, +6 deflection)

hp 295

Fort +16, Ref +12, Will +12

Aura: -

SR: -

Special Defenses: -

Immunities: -

Weaknesses: -


OFFENSE

Speed 40 ft.

Space / Reach: 10 ft. / 10 ft.

Single Melee Ogre Hook +19 (2d8+9/Special) + Savage Strength

Full Melee 3x <melee weapon> +19 (2d8+9/Special) + Savage Strength

Ranged Ogre Chains +19 (2d8+9/x2) Range Increment 20 feet, max range 100 feet

Special Attacks <copy from source; only list ability names here; describe below>

Action Points 0

STATISTICS

Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX <copy from source>

Base Atk +13; CMB +22; CMD 30

Feats <pick one or two thematically relevant feats; avoid complicated ones.>

Skills <choose only if relevant, values around 1.5 x creature’s CR>

Languages <copy from source>


SPECIAL ABILITIES

<special abilities should have a save DC 22>

<special attack damage (standard action): 7d6>

<special attack damage (aoe’s, swift actions or inflicting status effects): 3d6+2>


Savage Strength

<ability description>


Brutish Surge

Once per round as a move action, an Ogre may make a five foot step and Push any creatures of size Medium or smaller out of its way. To resolve Brutish Surge, declare where the Ogre Brute is moving with its five foot step. Any and all creatures of size medium and smaller whose spaces are impinged by this five foot step are Pushed back one square, to give the Ogre room to move in. If any affected creatures can fully resist the Push, or have no legal space to which they can move, the Brutish Surge is lost, the Ogre does not move, and the round is resolved with the Ogre in its current space. If the ogre can legally push all affected creatures, they move and must make a Reflex save versus a DC of 22. If they fail the save, they take 3d6+2 points of bludgeoning damage, and are knocked Prone in their new space. if the reflex save is successful, they take half damage and are not prone, but still are moved.


TREASURE

sell value of approximately 11,250 gp


COMBAT TACTICS

<describe typical actions taken during combat here>