Cruel Ogre

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Cruel Ogre (CR 13)

Chaotic Evil - Large - Humanoid (Giant)
Lore: Know (Local)
24 43
Basic DC Full DC
Initiative
Initiative Icon 2.png
25
Perception:
31 +21
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
34
Man Def
Shield Icon 3.png
33
Monster Health
336 168 25
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +15
Refl: +10
Will: +15

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+20
Sword Icon 3.png
Man Off
+22
Sword Icon 3.png
Action
0
Points
  • Maneuver Offense Notes: +3 on Cleaves

Standard Attack (Melee):

  • 1x Filthy Spiked Club +20 (3d8+11/19-20 x2)
    as bludgeoning (physical, common)
    plus: Savage Strength, plus: Filth Fever

Full Attack (Melee):

  • 3x Filthy Spiked Club +20 (3d8+11/19-20 x2)
    as bludgeoning (physical, common)
    plus: Savage Strength, plus: Filth Fever

Standard Attack (Ranged):

  • 1x Filth Flick +20 (3d8+11/19-20 x2)
    as winded (physical, uncommon)
    (Increment: 50 ft.; Max Range: 150 ft.)
    plus Filth Fever

Full Attack (Ranged):

  • 3x Filth Flick +20 (3d8+11/19-20 x2)
    as winded (physical, uncommon)
    (Increment: 50 ft.; Max Range: 150 ft.)
    plus Filth Fever

Siege Damage: Not siege capable

Statistics

26
STR
14
DEX
20
CON
6
INT
16
WIS
4
CHA

Skills:

Languages: Giant, Common

Feats:

Special Abilities

Savage Strength (Ex) Always On

Any time an ogre makes a melee attack, it rolls 2d20 for its 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).

Filth Fever (Ex, Disease) Automatic on successful attack

Ogres roll their clubs in the nastiest, most vile substances they come across, and they come across a surprising diversity of disgusting things. Any foe struck by the ogre's club may also gain a disease from the experience:

Filth Fever    (Injury vector; Infected intensity)
Save: Fort DC 23;     Frequency: 1/day for 3 days
Effect: 1d4 DEX damage per interval
Fruition: Target becomes Nauseated; this cannot be cured normally. In addition, all humanoids in contact with the target during their nausea must make a new save against Filth Fever or contract it
Fruition Duration: One day (full night's rest)
Salt the Wounds (Ex) Standard Action 1/Enc

Once per encounter as a standard action, a Cruel Ogre will shove a huge, grimy paw into a heavy bag on its belt, and hurl a spray of salty, flinty, filth at its foes.

The Cruel Ogre makes a single ranged attack roll (1d20++20 to hit vs. target's AC) against all enemies in a thirty-foot cone (a 6x6x6 square area which must share an edge or a corner with its space), and inflicts 3d8+11 points of slashing (physical, common) damage. Even worse, if a struck creature has taken any hit point damage prior to being struck by Salt the Wounds, they receive the Afflicted condition due to the tearing agony of the salt in their wounds. There is no save against this condition, but it only lasts for one round (unless removed first).

Cruel Ogre

Cruel Ogre

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.

Cruel Ogres are ones which, even among the terrible ranks of Ogre-kind, stand out for sheer horrible cruelty. They fight with spiked clubs, which they liberally coat with their own vile filth, just to make sure victims have a hard time recovering even if they escape. They will seek out even other ogres for their monstrous sport, and their cruelty knows no bounds or reason with those weaker than they. Every spiteful, cruel, petty thing you can imagine, is meat and drink to the low, evil spirit of a cruel ogre. In combat, this vicious streak manifests itself in the way cruel ogres will use salt, that most essential of life-giving elements, as an implement to inflict incredible agonies upon their enemies.

Even worse, Cruel Ogres lead such lives of savage degeneracy, they are nearly inured to pain themselves, making fights with them nasty and unpleasant affairs.

Cruel ogres are among the worst of the worst, and even their putative allies are hard-pressed to find a good use for them.

Combat Tactics

Cruel Ogres are surging behemoths in a fight, their Savage Strength, Filthy clubs, and Cleave combat maneuvers combining to make them seriously dangerous. They will try to close in as fast as possible, using charge maneuvers if they have to in order to reach their foes quickly. They will usually only resort to their Filth Flick ranged attack if they are unable to get into melee range, but if they are attacked at range they will not hesitate to return fire promptly and viciously.

Cruel Ogres like to use the majority of their Salt The Wounds power on the second round or later, and they like to spread their attacks around, so that as many of their enemies suffer as possible. Their natural Cleave ability is a great help in this quest. It is common for at least one Cruel Ogre to use Salt the Woulds early, attempting to damage as many foes as early as possible, so their fellows can lay the affliction more easily. More powerful specimens are not shy about using Salt the Wounds as much as they can in a battle.

When one Cruel Ogre uses Salt The Wounds, it is quite common for any other Cruel Ogres in the same fight to also use it on the same area, looking to affect the same victims. The ogres know that the damage inflicted by a fellow's cone attack will allow them to lay down the Afflicted status condition if they follow-up quickly. Note also that Cruel Ogres will not hesitate to include their allies in the area of effect of Salt the Wounds, able to miss their 'friends' with uncanny skill.

Cruel Ogres will typically laugh heartily when they wound their foes, seeing their enemies in pain, and they will spread their melee attacks as wide as possible, to maximize the screaming spectacle of their helpless victims. Once their cruel streak has manifested, Cruel Ogres will never break off a battle, fighting to the death with savage joy in their hearts.

Out of Combat

Like other Ogres, Cruel Ogres are surprisingly good at crafts, but their natural mean streak is so nasty that only the most depraved of villains will put up with their depredations. It is possible to find Cruel Ogres working as 'allies' with other monsters, but it is not terribly common. A more common arrangement with these utter voids is to hire them as mercenaries, but keep them housed away from all other troops, to lower the amount of 'incidents'. Only the truly depraved will share living space with a Cruel Ogre.

Rewards

XP: 25,600

Treasure: Sellable Goods worth 17,625 gp.

Weight: 130 lbs.     Volume: 5.2 cu. ft.

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 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)