Ogre

To Medieval Monsters

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Ogre

2008, Paizo Publishing, LLC Credit Unknown Source Carolyn Mull. (March 14, 2008). Sneak Peek: Classic Monsters Revisited, Paizo Blog. Print Source James Jacobs et al. (2008). Classic Monsters Revisited, p. 46. Paizo Publishing, LLC. ISBN 978-1-60125-079-7
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The ogres are a race of humanoid beings, fierce and cruel monsters, that eat human flesh; they are also shy and cowardly, and have little or no Intelligence and cleverness, which makes it easy for men to defeat them. A female of this race is called an ogress. Ogres are said to be able to change their shape at will into animals or objects, and they often dwell in marvelous palaces or castles, sometimes underground, Ogres are often depicted with a big head, abundant and hirsute hair and beard, a huge belly, and a strong body. Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Roleplaying

Source(s) 3.5E Monster Manual I, 3E Monster Manual I, 3E Player's Handbook, Monstrous Compendium Volume 1, d20 Modern, Dragonlance (MC4), 1E Monster Manual 1, Rules Cyclopedia, Classic D&D Game, Monstrous Manual, Introduction to AD&D, Warcraft Manual of Monsters


Ogre Ogre, 4th-Level Barbarian
Large Giant Large Giant
Hit Dice 4d8+11 (29 hp) 4d8+19 plus 4d12+16 (79 hp)
Initiative -1 +0
Speed 30 ft. in hide armor (6 squares); base speed 40 ft. 40 ft. in hide armor (8 squares); base speed 50 ft.
Armor Class 16 (-1 size, -1 Dexterity, +5 natural, +3 hide armor), touch 8, flat-footed 16 19 (-1 size, +5 natural, +4 +1 hide armor, ring of protection +1), touch 10, flat-footed 19
Base Attack/Grapple +3/+12 +7/+19
Attack Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5) +1 Greatclub +16 melee (2d8+13) or javelin +6 ranged (1d8+8)
Full Attack Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5) +1 Greatclub +16/+11 melee (2d8+13) or javelin +6 ranged (1d8+8)
Space/Reach 10 ft./10 ft. 10 ft./10 ft.
Special Attacks - Rage 2/day
Special Qualities Darkvision 60 ft., Low-Light Vision Darkvision 60 ft., Low-Light Vision, trap sense +1, uncanny dodge
Saves Fort +6, Ref +0, Will +1 Fort +12, Ref +2, Will +2
Abilities Strength 21, Dexterity 8, Constitution 15, Intelligence 6, Wisdom 10, Charisma 7 Strength 26, Dexterity 11, Constitution 18, Intelligence 8, Wisdom 10, Charisma 4
Skills Climb +5, Listen +2, Spot +2 Climb +13, Hide -6, Jump +17, Listen +6, Spot +2
Feats Toughness, Weapon Focus (Greatclub) Power Attack, Toughness, Weapon Focus (Greatclub)
Environment Temperate hills Temperate hills
Organization Solitary, pair, gang (3-4), or band (5-8) Solitary, pair, gang (1 plus 1-3 ogres), or band (1 plus 4-7 ogres)
Challenge Rating 3 7
Treasure Standard Standard (including +1 hide armor, +1 Greatclub, and ring of protection +1)
Alignment Usually chaotic evil Usually chaotic evil
Advancement By character class By character class
Level Adjustment +2 +2

Combat

Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.

Ogre Barbarian

Their inherent bent toward chaos combines with their size and Strength to make ogres natural barbarians. Indeed, their leaders are almost always barbarians of low to middle level, monstrous brutes whose fury in battle is truly fearsome. A raging ogre barbarian is an inspiration to other ogres.

Combat

Marginally more intelligent than his brutish fellows, an ogre barbarian is slightly more likely to enter a fair fight, but in general prefers the brutish tactics common to all its kind.

Rage (Ex): Twice per day, an ogre barbarian can enter a state of fierce rage that last for 9 rounds. The following changes are in effect as long as he rages: AC 17 (touch 8, flat-footed 17); hp 95; Atk +18/+13 melee (2d6+16, +1 Greatclub); SV Fort +14, Will +4; Strength 30, Constitution 22; Climb +15, Jump +16. At the end of his rage, the ogre barbarian is fatigued for the duration of the encounter.

Trap Sense (Ex): An ogre barbarian has a +1 bonus on Reflex saves made to avoid traps. He also has a +1 bonus to his AC against attacks by traps.

Uncanny Dodge (Ex): An ogre barbarian retains his Dexterity bonus to AC regardless of being caught flat-footed or attacked by an invisible opponent. His Dexterity bonus to AC is +0, but this means that he is not subject to a rogue's sneak attack in these circumstances.

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To Medieval Monsters

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