Armored Ogre: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.08 -->
[[Category:CR 12]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 12
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


[[Image:ogre_armored_1.png|584px|right|xx]]
| MonsterName = Armored Ogre
== Armored Ogre (CR 12) ==
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.
| Image = ogre_armored_1.png
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


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.
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Tank
  <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


Armored Ogres are ones who have discovered the craft of the armorer.  Armored Ogres wear armor, and lots of it, although the exact form of the armor varies.  Some Armored Ogres wear chainmail and carry a shield, others have layers upon layers of dangling bones draped over their forms, still others have living vines twining about their limbs in a protective vegetable massRegardless of the form it takes, an armored ogre is first and foremost, an ogre.  
| Description = 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 tonThey are thick of feature, massively fanged, and naturally inclined to be horrendously evil, delighting in tormenting the weak and exploiting the timid.


Armored Ogres are not cautious in battleThey do not cower behind their armor and plan to cautiously outlast their foes, no! An Armored Ogre lives to plunge into combat and destroy everything they can get their hands on! 
:Ogres are notable for their horrible tastesIf 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.


Wise adventurers make plans to deal with armored ogres, although, to be honest, there's not a lot of planning to be had.  Kill them fast, before they kill you.  
: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.


:Armored Ogres are ones who have discovered the craft of the armorer.  Armored Ogres wear armor, and lots of it, although the exact form of the armor varies.  Some Armored Ogres wear chainmail and carry a shield, others have layers upon layers of dangling bones draped over their forms, still others have living vines twining about their limbs in a protective vegetable mass.  Regardless of the form it takes, an armored ogre is first and foremost, an ogre.


=== GENERAL ===
:Armored Ogres are not cautious in battle.  They do not cower behind their armor and plan to cautiously outlast their foes, no!  An Armored Ogre lives to plunge into combat and destroy everything they can get their hands on! 
'''CR''' 12  '''Hit Dice''' 17


'''XP''' 38,400 (tank role included)
:Wise adventurers make plans to deal with armored ogres, although, to be honest, there's not a lot of planning to be had.  Kill them fast, before they kill you.


CE, Large, Humanoid (Giant)
| Alignment = Chaotic Evil
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


'''Init''' +5; '''Senses''' darkvision, Perception +18
| Size = Large
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


=== DEFENSE ===
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
'''AC''' 33, '''touch''' 22, '''flat-footed''' 27 (+8 armor, +5 dex, +5 natural, +5 deflection)
| Subtype | Giant
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>


'''hp''' 498
| NudgeBasicLoreValue = -1
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Fort''' +15, '''Ref''' +12, '''Will''' +12
| NudgeFullLoreValue = +3
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Aura:''' -
| NudgeInit = +2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''SR:''' -  
| Senses = [[Standard Senses]], [[Darkvision]] 60 ft.
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


'''Special Defenses:''' Ogrish Vitality
| NudgePerception = +2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Immunities:''' Immune to ALL Status Conditions except dead.
| NudgeAC = +2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Weaknesses:''' -
| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeFFAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


=== OFFENSE ===
| Nudge-Maneuver-Defense = +1
'''Speed''' 40 ft., climb 20 ft, swim 10 ft.
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Space / Reach:'''  10 ft. / 10 ft.
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


'''Single Melee''' Armored Club +20 (2d8+7/19-20x2)
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


'''Full Melee''' 3x Armored Club +20 (2d8+7/19-20x2)


'''Ranged''' Arbalest +20 (2d8+7/x2) 
<!--  SAVING THROWS  -->


'''Special Attacks''' Whipping Smash, Blindside Strike
| Fort = S
| Refl =
| Will =
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->


'''Action Points''' 0  (Tank role has no action point.)
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


| SpecialDefenses =
  <!-- Put any DR or ER values here -->


=== STATISTICS ===
| StrongAgainst =  
'''Str''' 28, '''Dex''' 16, '''Con''' 30, '''Int''' 6, '''Wis''' 6, '''Cha''' 10
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          ''''''''''
          '''''Immune (no effect):'''''                                                                   -->


'''Base Atk''' +12; '''CMB''' +19; '''Maneuver Defense:''' 28
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->


'''Feats'''
| Hide-Type-Strong-Against-1 =
:* Cleave (EFFECT: Once per round, roll an extra attack against a foe adjacent to foe just struck)
| Hide-Type-Strong-Against-2 =
:* Mobility (EFFECT: AC 37 against attacks of opportunity provoked by movement)
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))   -->


'''Skills''' Sense Motive +18, Bluff +20, Might +24, Movement +18
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


'''Languages''' Giant
| WeakAgainst =
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->


=== SPECIAL ABILITIES ===
| Hide-Type-Weak-Against-1 =  
; Ogrish Vitality (Ex)
| Hide-Subtype-Weak-Against-1 =  
Armored Ogres are tough. Every attack they make heals them for the exact amount of damage they inflict upon their enemies, as the suffering of their foes fuels their cruel joy in combat. Even more terrible, when an Armored Ogre is first made dead, they do not die, nor do they fall prone.  Instead, they stand bemused, until their disbelief that they are actually HURT takes over.  While they are so bemused they can still take free attacks from Blindside Strike and make attacks of opportunity, but any healing they gain while at negative hit points is lost at the beginning of their next action.  At the start of their next action after they were first made dead, they heal their hit points up to half their maximum total as a free action and fight on.
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 30 ft., [[Lesser Climb]] 30 ft, [[Lesser Swim]] 30 ft.
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->


; Whipping Smash (Ex)
| NudgeSpace =
Once per encounter as a swift action, an armored ogre may whip their weapon around them in a blinding display of martial prowess. They inflict 3d6+1 points of physical bludgeoning damage on all foes in their threatened area, and knock them [[Prone]]. Affected foes may make a Reflex save, DC 21, to reduce the [[Prone]] to [[Dazzled]], and reduce the damage by half. [[Dazzled]] creatures remain [[Dazzled]] until the end of the encounter.
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                  -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.      -->
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->


; Blindside Strike (Ex)
If any foe that is within reach of an Armored Ogre makes an attack that does not include the Ogre either in an area of effect or in an attack roll, the Armored Ogre gets a free action bonus attack against that foe.  Note that Armored Ogres MAY use their Cleave feat with Blindside Strike if they wish, and any damage they inflict with this attack feeds their Ogrish Vitality.




=== TREASURE ===
<!--  GENERAL ATTACK INFORMATION  -->
sell value of approximately 16,000 gp


| MeleeOrNatural = Melee
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


=== COMBAT TACTICS ===
| MultipliedDamageType = Hybrid
Armored Ogres are the favorites of gangs and thugs everywhere.  An Armored Ogre has a mighty arbalest to shoot down his foes, but they much, much prefer to be in the middle of combat.  Armored Ogres move aggressively into melee, trusting to their high hit points, armor class, and Mobility feat to get them into the thick of things.  They will then use Cleave with a standard action if at all possible to injure foes and get some hit points back.  But an Armored ogre will happily take a double move into melee, if it gets them into position in the middle of as many enemies as possible.
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->


In the second round, if at all possible, they will use a five foot step to set up a full attack action, again using Cleave, and strive to get into the middle of as many enemies as possible to drop Whipping Smash.  Unwary foes who let an Armored Ogre into their midst will often find the beast nearly fully healed after this nasty trick, and after that, the Ogre will set about using full attacks and Cleave to wreak havoc.


While this is going on, the Armored Ogre's allies will be sniping around the edges of the fight, trying to draw attacks from players inside the Armored Ogre's reach.  Note that making an attack of opportunity while inside an Armored Ogre's reach WILL trigger Blindside Strike, and there is no limit to how many times an Armored Ogre can use Blindside Strike!


Once battle is joined, Armored Ogres will never flee, completely confident that their Ogrish Vitality will carry them through any battle, no matter the odds.
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Armored Club
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| PriAtkNotes = plus Ogrish Vitality
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| PriAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-PriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Pri-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| SecAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SecAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-SecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Sec-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| TerAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| TerAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-TerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ter-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
 
| QuaAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| QuaAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-QuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Qua-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Arbalest
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack =
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance = 50
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements = 10
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| RangedAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| RangedAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-RangedDamage = vhi
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ranged-Atk-Crit-Range = 19-20
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense = +1
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 28
| Dex = 16
| Con = 30
| Int = 6
| Wis = 6
| Cha = 10
 
 
<!--  FEATS  -->
 
| Feat1 = Cleave
| Feat2 = Mobility
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Bluff
| Skill2 = Sense Motive
| Skill3 = Might
| Skill4 = Movement
| Skill5 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 = +6
| NudgeSkill4 =
| NudgeSkill5 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
| Skill5Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Giant, Common
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder2 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder3 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder4 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Ogrish Vitality
 
| Ability-1-Type = Ex
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
 
| Ability-1-Description = Armored Ogres are tough. They are immune to all status conditions, in or out of combat. 
 
:Every attack they make heals them for the exact amount of damage they inflict upon their enemies past any resistances, as the suffering of their foes fuels their cruel joy in combat.
 
:Even more terrible, when an Armored Ogre is first made dead, they do not die, nor do they fall prone. Instead, they stand bemused, until their disbelief that they are actually HURT takes over.  While they are so bemused they can still take free attacks from Blindside Strike and make attacks of opportunity, but any healing they gain while at negative hit points is lost at the beginning of their next action. 
 
:At the start of their next action after they were first made dead, they heal their hit points up to half their maximum total as a free action and fight on.
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special1-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility1ToHit =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1TouchAttack =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1SaveDC =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility1StandardDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1SwiftDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1AlphaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility1-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Whipping Smash
 
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Once per encounter as a swift action, an armored ogre may whip their weapon around them in a blinding display of martial prowess.  They inflict {{#var:Special2StandardDmg}} points of physical bludgeoning damage on all foes in their threatened area, and knock them [[Prone]]. Affected foes may make a Reflex save, DC {{#var:Special2SaveDC}}, to reduce the [[Prone]] to [[Quelled]], and reduce the damage by half. Quelled creatures remain so until the end of the encounter if they do not end the condition themselves. If an armored Ogre inflicts either Prone or Quelled on a foe already suffering from Prone or Quelled, they are immediately made [[Splayed]] instead.
 
:Whipping Smash triggers Ogrish Vitality, healing the Ogre for the total of all the damage they manage to inflict against all enemies.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special2-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility2ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility2-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Blindside Strike
 
| Ability-3-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = If any foe that is within reach of an Armored Ogre makes an attack that does not include the Ogre either in an area of effect or in an attack roll, the Armored Ogre gets a free action bonus attack against that foe.  Note that Armored Ogres MAY use their Cleave feat with Blindside Strike if they wish, and any damage they inflict with this attack feeds their Ogrish Vitality.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special3-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility3ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility3-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special4-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility4ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility4-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special5-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility5ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility5-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special6-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility6ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility6-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special7-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility7ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility7-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special8-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility8ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility8-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special9-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility9ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility9-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics =  An Armored Ogre has a mighty arbalest to shoot down his foes, but they much, much prefer to be in the middle of combat.  Armored Ogres move aggressively into melee, trusting to their high hit points, armor class, and Mobility feat to get them into the thick of things.  They will then use Cleave with a standard action if at all possible to injure foes and get some hit points back.  But an Armored ogre will happily take a double move into melee, if it gets them into position in the middle of as many enemies as possible.
 
:In the second round, if at all possible, they will use a five foot step to set up a full attack action, again using Cleave, and strive to get into the middle of as many enemies as possible to drop Whipping Smash.  Unwary foes who let an Armored Ogre into their midst will often find the beast nearly fully healed after this nasty trick, and after that, the Ogre will set about using full attacks and Cleave to wreak havoc. It is far worse if two aromored ogres can combine their Whipping Smash, as they are guranteed to lay some hapless foe out with the Splayed condition, which is genuinely terrible. Wise enemies seek to avoid getting sandwiched by Armored Ogre's if at all possible.
 
:While all this is going on, the Armored Ogre's allies will be sniping around the edges of the fight, trying to draw attacks from players inside the Armored Ogre's reach.  Note that making an attack of opportunity while inside an Armored Ogre's reach WILL trigger Blindside Strike, and there is no limit to how many times an Armored Ogre can use Blindside Strike, all of which heal the Ogre!
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = Armored Ogres are the favorites of gangs and thugs everywhere. They tend to be slightly more 'civilized' than most ogres, proud of their skill with arms and armor, and will tend to be somewhat less awful.  If they are well paid and given the occasional victim to toy with, they are downright useful to have around!
 
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes = Ogres carry money, and lots of it, as well as the occasional interesting tidbit.
 
| XPNotes =
 
 
}}

Revision as of 19:30, 16 September 2017

Armored Ogre (TankCR 12)

Chaotic Evil - Large - Humanoid (Giant)
Lore: Know (Local)
23 42
Basic DC Full DC
Initiative
Initiative Icon 2.png
18
Perception:
31 +21
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
34
Man Def
Shield Icon 3.png
32
Monster Health
578 289 22
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +14
Refl: +9
Will: +9

Strong Against:

  • (Tank Role) Immunity (no effect): Tanks are immune to all effects which are not damage, except those they choose to allow to affect them. Attacks which deal damage and include a secondary effect (such as forced movement or a debuff) can only inflict the damage. (Abilities which specifically state they bypass the condition immunity of roles, such as a Prowler's Encroaching Jolt, also bypass this immunity.)
Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+19
Sword Icon 3.png
Man Off
+20
Sword Icon 3.png
Action
1
Points

Standard Attack (Melee):

  • 1x Armored Club +19 (3d8+9/19-20 x2)
    as undefined damage type
    plus Ogrish Vitality

Full Attack (Melee):

  • 3x Armored Club +19 (3d8+9/19-20 x2)
    as undefined damage type
    plus Ogrish Vitality

Standard Attack (Ranged):

  • 1x Arbalest +19 (3d8+9/19-20 x2)
    as undefined damage type
    (Increment: 50 ft.; Max Range: 500 ft.)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

28
STR
16
DEX
30
CON
6
INT
6
WIS
10
CHA

Skills:

Languages: Giant, Common

Feats:

Special Abilities

Ogrish Vitality (Ex)

Armored Ogres are tough. They are immune to all status conditions, in or out of combat.

Every attack they make heals them for the exact amount of damage they inflict upon their enemies past any resistances, as the suffering of their foes fuels their cruel joy in combat.
Even more terrible, when an Armored Ogre is first made dead, they do not die, nor do they fall prone. Instead, they stand bemused, until their disbelief that they are actually HURT takes over. While they are so bemused they can still take free attacks from Blindside Strike and make attacks of opportunity, but any healing they gain while at negative hit points is lost at the beginning of their next action.
At the start of their next action after they were first made dead, they heal their hit points up to half their maximum total as a free action and fight on.
Whipping Smash (Ex)

Once per encounter as a swift action, an armored ogre may whip their weapon around them in a blinding display of martial prowess. They inflict points of physical bludgeoning damage on all foes in their threatened area, and knock them Prone. Affected foes may make a Reflex save, DC , to reduce the Prone to Quelled, and reduce the damage by half. Quelled creatures remain so until the end of the encounter if they do not end the condition themselves. If an armored Ogre inflicts either Prone or Quelled on a foe already suffering from Prone or Quelled, they are immediately made Splayed instead.

Whipping Smash triggers Ogrish Vitality, healing the Ogre for the total of all the damage they manage to inflict against all enemies.
Blindside Strike (Ex)

If any foe that is within reach of an Armored Ogre makes an attack that does not include the Ogre either in an area of effect or in an attack roll, the Armored Ogre gets a free action bonus attack against that foe. Note that Armored Ogres MAY use their Cleave feat with Blindside Strike if they wish, and any damage they inflict with this attack feeds their Ogrish Vitality.

Defy Death (Ex; Tank Role) Auto Upon Death
The first time in an encounter that a Tank is reduced to zero or fewer hit points, it is not killed. Instead, it gains immunity to all damage and effects until the beginning of its next turn, and its hit points are set to half its normal maximum (289 hit points). The Tank remains standing throughout all of this, and its ability to take actions (e.g. making attacks of opportunity or using its Dangerous to Ignore special ability) is not hampered in any way during this period of immunity. Despite suffering no obvious in-game effects, the Tank will still use this opportunity to gloat and taunt its enemies as it stands unbroken against their assault. It is obvious to anyone who successfully hits the tank during this period of immunity that the Tank is suffering no damage from their attacks.

At the beginning of its next turn, the Tank may immediately slide up to 10 feet (2 squares) as forced movement which does not provoke attacks of opportunity, and then perform a Pull on up to 4 creatures it can perceive, sliding them up to 5 squares closer to itself. Each square of this forced movement must bring each targeted creature closer to the tank (movement into squares that are the same distance as the current space or further away from the current space is not permitted). Since this is forced movement, it does not provoke attacks of opportunity, and the target creature(s) may fall voluntarily prone in order to halt the movement at any point, if they wish. Once the Pull is resolved, the Tank's immunity to damage expires, and it can perform its turn as normal. The Tank's immunity to damage expires at the start of its turn even if it elects not to slide itself or pull any creatures with this ability.

The Tank is killed for good the second time its hit points are reduced to zero or less.

Dangerous to Ignore (Ex; Tank Role) Immediate Action
Once per round, when a creature within 15 feet of the Tank performs an attack against anyone who isn't the Tank, or fails to include the Tank in the attack, the Tank may, as an Immediate Action, Slide up to two squares (10 feet) and perform a bonus attack against that creature. This bonus attack is resolved before the target creature resolves their own attack. If the creature is still alive after the Tank finishes, the target can resolve their attack as normal.

Invigorating Bloodthirst (Ex; Tank Role) Auto At Start of Encounter
At the start of any encounter, even during an encounter with a surprise round, Tanks gain a number of temporary hit points equal to their Bloodied Hit Points value (289 hit points). This ability can never be used more than once per encounter.

Agitation (Ex; Tank Role) Free Action 1/Rnd
Up to once per round as a free action, the Tank can target a creature within 40 feet to which they have both line of sight and line of effect, and Pull that creature up to 5 squares closer to the Tank. Each square of this forced movement must bring the creature closer to the tank (movement into squares that are the same distance as the current space or further away from the current space is not permitted). Since this is forced movement, it does not provoke attacks of opportunity, and the target creature may fall voluntarily prone in order to halt the movement at any point, if they wish.

In addition, if the target is an enemy creature, it gains the Vexed condition until the start of the Tank's next turn. If the target creature is an ally of the Tank, using Agitation on them removes any status condition they are currently affected by, and doing so does not cause a synergy to trigger.

Armored Ogre

Armored Ogre

This creature possesses the Tank role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.

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.
Armored Ogres are ones who have discovered the craft of the armorer. Armored Ogres wear armor, and lots of it, although the exact form of the armor varies. Some Armored Ogres wear chainmail and carry a shield, others have layers upon layers of dangling bones draped over their forms, still others have living vines twining about their limbs in a protective vegetable mass. Regardless of the form it takes, an armored ogre is first and foremost, an ogre.
Armored Ogres are not cautious in battle. They do not cower behind their armor and plan to cautiously outlast their foes, no! An Armored Ogre lives to plunge into combat and destroy everything they can get their hands on!
Wise adventurers make plans to deal with armored ogres, although, to be honest, there's not a lot of planning to be had. Kill them fast, before they kill you.

Combat Tactics

An Armored Ogre has a mighty arbalest to shoot down his foes, but they much, much prefer to be in the middle of combat. Armored Ogres move aggressively into melee, trusting to their high hit points, armor class, and Mobility feat to get them into the thick of things. They will then use Cleave with a standard action if at all possible to injure foes and get some hit points back. But an Armored ogre will happily take a double move into melee, if it gets them into position in the middle of as many enemies as possible.

In the second round, if at all possible, they will use a five foot step to set up a full attack action, again using Cleave, and strive to get into the middle of as many enemies as possible to drop Whipping Smash. Unwary foes who let an Armored Ogre into their midst will often find the beast nearly fully healed after this nasty trick, and after that, the Ogre will set about using full attacks and Cleave to wreak havoc. It is far worse if two aromored ogres can combine their Whipping Smash, as they are guranteed to lay some hapless foe out with the Splayed condition, which is genuinely terrible. Wise enemies seek to avoid getting sandwiched by Armored Ogre's if at all possible.
While all this is going on, the Armored Ogre's allies will be sniping around the edges of the fight, trying to draw attacks from players inside the Armored Ogre's reach. Note that making an attack of opportunity while inside an Armored Ogre's reach WILL trigger Blindside Strike, and there is no limit to how many times an Armored Ogre can use Blindside Strike, all of which heal the Ogre!

Out of Combat

Armored Ogres are the favorites of gangs and thugs everywhere. They tend to be slightly more 'civilized' than most ogres, proud of their skill with arms and armor, and will tend to be somewhat less awful. If they are well paid and given the occasional victim to toy with, they are downright useful to have around!

Rewards

XP: 38,400 (Tank role included.)

Treasure: Sellable Goods worth 25,750 gp.

Weight: 240 lbs.     Volume: 9.6 cu. ft.
  • Ogres carry money, and lots of it, as well as the occasional interesting tidbit.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 8 Nothing Found
9 - 12 1 Languid Remnant (tier 1)
13 - 15 1 Pale Remnant (tier 2)
16 - 18 1 Bright Remnant (tier 3)
19 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 3 4 Languid Remnants (tier 1)
4 - 7 4 Pale Remnants (tier 2)
8 - 11 1 Intense Remnant (tier 4)
12 - 15 1 Blazing Remnant (tier 5)
16 - 18 1 Vital Remnant (tier 6)
19 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 3 4 Bright Remnants (tier 3)
4 - 5 4 Intense Remnants (tier 4)
6 - 8 4 Blazing Remnants (tier 5)
9 - 11 4 Vital Remnants (tier 6)
12 - 15 1 Prime Remnant (tier 7)
16 - 18 1 Mythic Remnant (tier 8)
19 - 20 1 Empyrean Remnant (tier 9)