Ogre: Difference between revisions

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   }}</onlyinclude>
   }}</onlyinclude>


| Min-CR = 6
| Min-CR = 5
| Max-CR = 13
| Max-CR = 13


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| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | ogre_2.png
| Image | Ogre-EP1.png
   <!-- Value: file name and extension only    -->
   <!-- Value: file name and extension only    -->
   }}</onlyinclude>
   }}</onlyinclude>
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


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


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Giant
| 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 second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- 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 -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- 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 role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- 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) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- 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 role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- 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) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit = 1
| NudgeRangedToHit = 1
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         Threat, or Villain role.  All other times, it will be invisible.                    -->
         Threat, or Villain role.  All other times, it will be invisible.                    -->


| Role-Only--Replace-Rez-Power--Name =  
| Role-Only--Replace-Rez-Power--Name = Ogre Gore


| Role-Only--Replace-Rez-Power--Type =  
| Role-Only--Replace-Rez-Power--Type = Ex
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Role-Only--Replace-Rez-Power--Action-Required =  
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
Line 1,003: Line 1,004:
         auto-detect Combat Casting and include it                                          -->
         auto-detect Combat Casting and include it                                          -->


| Role-Only--Replace-Rez-Power--Description =  
| Role-Only--Replace-Rez-Power--Description = The first time in an encounter this Ogre is made dead...it dies. It falls to the ground, inert, it's dread heartbeat falling still. It lies there, dead, immune to all damage, losing all status conditions, until the next time its initiative turn comes around...when it wakes back up. Any encounter powers it may possess are refreshed, and it undertakes a bloody afterlife.
 
The Ogre stirs itself, realizing it has been defeated, and the tiny nugget of pure hatred inside it ignites. The Ogre scuttles along the ground, up along walls, performing a [[Slide]] for up to 6 squares. It may move around or through intervening enemies, but it must move along a surface suitable for either it's Walk or Climb speeds.  As it moves, the hatred swells within it, and it may make a single melee attack as a free action once against every enemy that was within its reach when it revives, that falls within its melee reach as it Slides, and that falls within its melee reach when it reaches its destination. Ogres, being ogres, will usually Slide themselves into the middle of as many foes as they can manage, but certain canny examples have been seen to use this power to attempt flight, depending upon circumstances.
 
Once it has undertaken this gore-strewn resurrection, its hit points are set to half normal, equal to it's Bloodied Value of {{Bloodied-Hit-Points}} hit points, and it then takes its normal action and fights on.


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,358: Line 1,363:


| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,393: Line 1,452:




<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Ogres are uniformly grotesque and awful, but they are nonetheless quite common.  Lower level monsters will sometimes have an Ogre around to serve as REAL muscle, in mid-level games they make nice, simple, but dangerous foes in their own right, and in higher level games anywhere you find Giants, you will also find Ogres.  Despite their vile dispositions Ogres are highly prized by most more-powerful monsters for the simple fact that Ogres are ridiculously handy to have around.  Ogres are remarkably stupid, but they are clever with their hands.  Having a pack of Ogres around the lair means you will have furniture that is in good repair, doors that close quietly, pit traps that are in good repair, working plumbing, and numerous other incredibly useful things.  
| OutOfCombat = Ogres are uniformly grotesque and awful, but they are nonetheless quite common.  Lower level monsters will sometimes have an Ogre around to serve as REAL muscle, in mid-level games they make nice, simple, but dangerous foes in their own right, and in higher level games anywhere you find Giants, you will also find Ogres.  Despite their vile dispositions Ogres are highly prized by most more-powerful monsters for the simple fact that Ogres are ridiculously handy to have around.  Ogres are remarkably stupid, but they are clever with their hands.  Having a pack of Ogres around the lair means you will have furniture that is in good repair, doors that close quietly, pit traps that are in good repair, working plumbing, and numerous other incredibly useful things.  

Latest revision as of 05:25, 5 February 2023

Ogre (CR 8)

Chaotic Evil - Large - Humanoid (Giant)
Lore: Know (Local)
14 29
Basic DC Full DC
Initiative
Initiative Icon 2.png
13
Perception:
23 +13
Passive Active
Ambush:
15+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
24
Man Def
Shield Icon 3.png
29
Monster Health
171 85 13
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +12
Refl: +4
Will: +4

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+13
Sword Icon 3.png
Man Off
+17
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Dread Maul +13 (2d8+6/19-20 x2)
    as bludgeoning (physical, common)
    plus Savage Strength

Full Attack (Melee):

  • 3x Dread Maul +13 (2d8+6/19-20 x2)
    as bludgeoning (physical, common)
    plus Savage Strength

Standard Attack (Ranged):

  • 1x Stripped Tree Branch +14 (2d8+10/19-20 x2)
    as piercing (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

24
STR
8
DEX
21
CON
6
INT
12
WIS
7
CHA

Skills:

Languages: Giant

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).

Ogre

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 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.

Combat Tactics

Ogres are simple. They'll throw their tree branch spears and walk closer if they're at range, but vastly prefer being in melee. Once in melee, they will use Savage Strength to overpower their foes and smash them to jelly. Ogres often put off retreat until it is too late, though if they get a round or two to ponder inevitable defeat, they will run away.

Out of Combat

Ogres are uniformly grotesque and awful, but they are nonetheless quite common. Lower level monsters will sometimes have an Ogre around to serve as REAL muscle, in mid-level games they make nice, simple, but dangerous foes in their own right, and in higher level games anywhere you find Giants, you will also find Ogres. Despite their vile dispositions Ogres are highly prized by most more-powerful monsters for the simple fact that Ogres are ridiculously handy to have around. Ogres are remarkably stupid, but they are clever with their hands. Having a pack of Ogres around the lair means you will have furniture that is in good repair, doors that close quietly, pit traps that are in good repair, working plumbing, and numerous other incredibly useful things.

Rewards

XP: 4,800

Treasure: Sellable Goods worth 3,875 gp.

Weight: 80 lbs.     Volume: 3.2 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)