Ogre

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Ogre (CR 8)

This creature’s python-thick apish arms and stumpy legs conspire to drag its dirty knuckles through the wet grass and mud. The stooped giant blinks its dim eyes and an excess of soupy drool spills over its bulbous lips. Its misshapen features resemble a man’s face rendered in watercolor, then distorted by a careless splash. It snarls as it charges, a sound the offspring of bear and man might make, showing flat black teeth well suited for grinding bones to paste.


GENERAL

CR 8 Hit Dice 12

XP 4,800

CE Large Humanoid (Giant)

Init +4; Senses Darkvision 60 ft., Low-light 120 ft., Perception +12


DEFENSE

AC 25, touch 16, flat-footed 19 (+5 armor, +6 dex, +4 natural, +0 deflection)

hp 150

Fort +11, Ref +7, Will +7

Special Defenses


OFFENSE

Speed 30 ft.

Single Melee Dread Maul +14 (2d8+2/special x2) plus Savage Strength

Full Melee 2x Dread Maul +14 (2d8+2/special x2) plus Savage Strength

Ranged Javelin +14 (2d8+2/x2), range increment 30 feet

Space/Reach 10 ft./10 ft.

Special Attacks Savage Strength

Action Points 0

STATISTICS

Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7

Base Atk +8; CMB +13; CMD 25

Feats

Skills Climb +12,

Languages Giant


SPECIAL ABILITIES

Savage Strength

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).


TREASURE

Sell value of approximately 3,250 gp.


COMBAT TACTICS

Ogres are simple. They'll throw javelins 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.