Armored Ogre: Difference between revisions

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Revision as of 19:29, 2 January 2021

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
  • Maneuver Offense Notes: +4 on Cleaves

Standard Attack (Melee):

  • 1x Armored Club +19 (3d8+9/19-20 x2)
    as bludgeoning (physical, common)
    plus: Ogrish Vitality

Full Attack (Melee):

  • 3x Armored Club +19 (3d8+9/19-20 x2)
    as bludgeoning (physical, common)
    plus: Ogrish Vitality

Standard Attack (Ranged):

  • 1x Arbalest +19 (3d8+9/19-20 x2)
    as piercing (physical, common)
    (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:

  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

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 (289 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 3d8+9 points of bludgeoning (physical, common) damage on all foes in their threatened area, and knock them Prone. Affected foes may make a Reflex save, DC 22, to reduce the Prone to Quelled, and reduce the damage by half. 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 bonus attack against that foe. Note that Armored Ogres MAY use their Cleave combat maneuver with Blindside Strike if they wish, and any damage they inflict with this attack feeds their Ogrish Vitality.

Blindside Strike is different from an attack of opportunity, but only one attack (either Blindside Strike or an attack of opportunity) may be made per triggering action. Note that a full attack action is considered a single action, so it would only trigger a single Blindside Strike.

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 usually 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 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 armored ogres can combine their Whipping Smash, as they are guaranteed 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)