Ogre Brute

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Ogre Brute (CR 13)

Chaotic Evil - Large - Humanoid (Giant)
Lore: Know (Local)
24 43
Basic DC Full DC
Initiative
Initiative Icon 2.png
25
Perception:
34 +24
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
36
Man Def
Shield Icon 3.png
35
Monster Health
336 168 25
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +15
Refl: +10
Will: +10
  • Maneuver Defense Notes: +3

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+20
Sword Icon 3.png
Man Off
+24
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Ogre Hook +20 (3d8+11/19-20 x2)
    as piercing (physical, common)
    plus Savage Strength

Full Attack (Melee):

  • 3x Ogre Hook +20 (3d8+11/19-20 x2)
    as piercing (physical, common)
    plus Savage Strength

Standard Attack (Ranged):

  • 1x Ogre Chains +20 (3d8+11/19-20 x2)
    as ripping (physical, uncommon)
    (Increment: 50 ft.; Max Range: 100 ft.)
    plus Entangled, REFL save (DC 23) negates

Full Attack (Ranged):

  • 3x Ogre Chains +20 (3d8+11/19-20 x2)
    as ripping (physical, uncommon)
    (Increment: 50 ft.; Max Range: 100 ft.)
    plus Entangled, REFL save (DC 23) negates

Siege Damage: Not siege capable

Statistics

28
STR
16
DEX
20
CON
6
INT
14
WIS
6
CHA

Skills:

Languages: Giant, Common

Feats:

  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
  • Enforcer (EFFECT: Demoralize (Intimidate) an opponent to inflict Cringing rather than Shaken.)

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).

Brutish Surge (Ex)

Once per round as a move action, an Ogre may make a 5-foot step and Push any creatures of size Medium or smaller out of its way. To resolve Brutish Surge, declare where the Ogre Brute is moving with its 5-foot step. Any and all creatures of size medium and smaller whose spaces are impinged by this five foot step are Pushed back one square, to give the Ogre room to move in. If any affected creatures can fully resist the Push, or have no legal space to which they can move, the Brutish Surge is lost, the Ogre does not move, and the round is resolved with the Ogre in its current space, but the foe(s) that fully resisted the Push take 3d8+11 points of bludgeoning (physical, common) damage from the stress of resisting the beast. If the ogre can legally push all affected creatures, they move and must make a Reflex save versus a DC of 23. If they fail the save, they take 3d6+7 points of bludgeoning (physical, common) damage, and are knocked Prone in their new space. If the reflex save is successful, they take half damage and are not prone, but still are moved.

Ogre Slap (Ex)

Once per encounter, as a swift action, an Ogre can lay down a massive backhand upon a foe in their reach. To do this, the Ogre designates a foe in their melee reach. The Ogre Slap inflicts 3d10+18 points of bludgeoning (physical, common) damage and inflicts the Dazed condition upon the victim until the beginning of the Ogre's next turn. There is no to-hit roll, but the foe may roll a Fort saving throw versus a DC of 23. If the save is successful, it negates the Dazed condition and reduces the damage by half.

Ogre Brute

Ogre Brute

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.
Ogre Brutes are quintessential Ogres. They are big, mean, and horrible, arrogant to a fault and deplorably disgusting in every way. Their personal habits are as terrible as any ogre could wish for, and their arrogant cruelty in battle is expressed by the way they bully their way around the battlefield and the speed with which they will lay down a contemptuous backhand upon foes in their way.
Ogre Brutes are the horrible monsters that spring to mind first when ogres are discussed, and despite their awfulness, they are widely employed by other sorts of monsters. Orcs and hobgoblins will hire them as muscle and guards and enforcers, while many giants keep ogres around as gophers and guards and servants. It is possible to bump into Ogre Brutes in all sorts of unexpected places, where they are making a bit of coin or engaged in some other noisome exchange for their services.
It is rarely a pleasant encounter.

Combat Tactics

Ogre Brutes are mean, vicious combatants who function on a mixture of low cunning, incredible strength, and delight in embarrassing their victims.

If they are at range, Ogre Brutes will throw their Ogre Chains, looking to tangle up the front ranks of their enemies, and then move in. If they can charge to the attack, they will do so, especially looking to attack foes who have been entangled. Once in melee, they will often use an attack to make an Intimidate roll, exploiting their bonus to Intimidate rolls and using their Enforcer ability to increase the effect to the potent Cringing condition.
Once battle is well-joined, Ogre Brutes will use Brutish Surge if they can shove around two or more victims, then attack any foes that fall prone in preference of other foes. They are smart enough to use Brutish Surge to set up flanks, if at all possible, but they will not bother with flanks in most circumstances. In battle Ogre Brutes do not worry about attacks of opportunity, trusting their mobility to protect them, and will not bother to step back to use their reach for attacks of opportunity, preferring to get close to enemies for Brutish Surge. That said, if they get the chance for attacks of opportunity, they will certainly take them, chuckling the whole time.
If they are not able to set up Brutish Surge, they will use Ogre Slap (usually in the second round) looking to daze a foe and then make a full attack on them while they are affected. With their Savage Strength, it is the rare foe who gets away after this treatment.
If they are taking strong ranged attacks, they will take a five foot step back from melee, and launch Ogre Chains at their attacker, looking to kill them or at least bind them.
Once a battle is joined, Ogre Brutes will never withdraw, certain that no matter the odds, they are better than their foes and will win, no matter what.

Out of Combat

Ogre Brutes are very popular henchmen, both to those weaker than them, whom they use as comfortable patsies, and to those stronger than them, whom they treat with respectful deference and seek to impress. Brutes on their own operate with a certain degree of low, mean cunning, but they are not the brightest stars in the sky. They tend to form small raiding parties and do just that, raid, although they have a low, mean ability with nasty little ambushes and traps that can surprise the unwary.

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)