Cunning Ogre

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Cunning Ogre (CR 10)

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

<insert descriptive text here>


General

CR 10 Hit Dice 15

XP 9,600

Large, CE, Monstrous Humanoid(Giant)

Init +5; Senses Darkvision 60 ft, low-light 120 ft, Perception +15


Defense

AC 30, touch 19, flat-footed 25 (+6 armor, +5 dex, +5 natural, +4 deflection)

hp 175

Fort +13, Ref +10, Will +12

Aura: -

SR: -

Special Defenses: -

Immunities: -

Weaknesses: -


Offense

Speed 30 ft.

Space / Reach: 10 ft. / 10 ft.

Single Melee Massive Club +15 (2d8+10/Specialx2) + Improved Flank and Savage Strength

Full Melee 2x Massive Club +15 (2d8+10/Specialx2) + Improved Flank and Savage Strength

Ranged Thrown Club +15 (2d8+10/x2), range increment 30

Special Attacks Savage Strength, Improved Flank, Annoying Poke

Action Points 0


Statistics

Str 24, Dex 12, Con 18, Int 6, Wis 14, Cha 9

Base Atk +10; CMB +16; CMD 26

Feats Combat Reflexes, (EFFECT: Two attacks of opportunity per round)

           Mobility, (EFFECT: AC 34 against attacks of opportunity due to own movement)

Skills -

Languages Common, Giant


Special Abilities

Savage Strength (Ex)

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


Improved Flank (Ex)

Any time a creature is threatened by two or more ogres, any of which has Improved Flank, that creature is considered flat footed against the attacks of those ogres, and those ogres only.


Annoying Poke (Ex)

Once per encounter, as a swift action, a Cunning Ogre may make a melee attack roll against any creature it threatens, giving them a quick poke with the end of their Massive Club. This poke does no damage and does not use their Savage Strength, rolling only one time, hit or miss. If the Annoying Poke hits, it does no damage but the victim must make a Reflex save against a DC of 19 or gain the Unsteady condition until the end of the encounter.


Treasure

sell value of approximately 5,000 gp


Combat Tactics

<describe typical actions taken during combat here>