Ogre (3.5e Monster)
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|Size/Type:||Large Giant||Large Giant|
|Hit Dice:||3d10+12 (27 hp)||8d10+32 (76 hp)|
|Speed:||40 ft. (8 squares)||40 ft. (8 squares), fly 40 ft. (perfect)|
|Armor Class:||13 (–1 size, +4 natural), touch 9, flat-footed 13||25 (–1 size, +2 Dex, +10 natural, +4 deflection), touch 11, flat-footed 24|
|Attack:||Greatclub +8 melee (2d8+9) or slam +8 melee (1d12+6)||+2 flaming greatsword +15 melee (3d6+12 plus 1d6 fire)|
|Full Attack:||Greatclub +8 melee (2d8+9) or slam +8 melee (1d12+6)||+2 flaming greatsword +15/+10 melee (3d6+12 plus 1d6 fire)|
|Space/Reach:||10 ft./10 ft.||10 ft./10 ft.|
|Special Attacks:||Throw anything||Spells, throw anything|
|Special Qualities:||Catch, low-light vision||Blades of blood, catch, flight, low-light vision|
|Saves:||Fort +6, Ref +1, Will +1||Fort +10, Ref +4, Will +5|
|Abilities:||Str 22, Dex 10, Con 16, Int 6, Wis 10, Cha 7||Str 26, Dex 14, Con 19, Int 14, Wis 16, Cha 20|
|Skills:||Climb +10, Jump +10, Listen +10, Spot +12||Climb +18, Jump +22, Listen +10, Spellcraft +12, Spot +12|
|Feats:||Improved Initiative, Power Attack||CleaveV, Improved Initiative, Power Attack|
|Environment:||Temperate hills||Temperate hills|
|Organization:||Solitary, pair, gang (3–4), or band (5–8)||Solitary or entourage (1 ogre mage plus 4 or more ogres)|
|Alignment:||Usually chaotic evil||Usually chaotic evil|
|Advancement:||By character class||By character class|
This hulking giant, standing approximately ten feet tall but hunched by arms as thick as logs, swings a massive club at you. Ducking underneath the thing's legs, it pokes its head under its legs to follow you, bloodshot eyes fixed upon its target. Thinking yourself safe since the ugly, warty creature has the turning radius of a battering ram, you turn only to smash headfirst into the thick chest of another of the creatures. In contrast to the mottled yellow complexion of the first, this one has pale blue skin, and it is only after it has enveloped you in its iron grip that you hear the low muttering of a spell being cast, presumably to some way separate your soul from your body.
Ogres are a pretty good example of natural compensation. Incurably stupid and universally ugly, the ogre race is gifted with tremendous size and strength, which they use to bully those too incompetent to fight back. Because of their lack of organizational discipline, ogres are most often commandeered by a smarter but smaller race (most commonly hobgoblins or orcs) that seek to use their strength as laborers as well as soldiers.
An ogre has only one legitimate approach to battle: smash the opponent as hard as you can. If they are too far to be hit with a club, then the ogres resort to throwing whatever's available to them. If someone can survive those two things, they're usually fine after that. It's little wonder that most races with any brains can cow the ogres into submission.
Catch (Ex) When an ogre is targeted with a ranged weapon that they would be capable of throwing and is aware of the attack, it may attempt to catch the projectile as an immediate action by making an attack roll opposing that of the thrower. It must have at least one hand free in order to attempt to catch something. An ogre who successfully catches a projectile may elect to throw it at another creature within its normal throwing range as part of the same immediate action.
Throw Anything (Ex) Ogres can throw objects (whether they be rocks, wooden planks, or other pieces of debris) up to four sizes smaller than themselves in one hand (normally Diminutive, dealing 2d6 points of damage) with a range increment of 50 feet. Ogres add their Strength modifier to both attack and damage rolls with these weapons.
An ogre’s intelligence and ability can be physically differentiated by their skin tone; as an ogre begins to unlock its magical abilities, its skin turns blue-green (yes, blue-green) until it is almost the color of teal. This kind of extraordinary specimen, which comprises approximately one out of every 10000 ogres, is superior to a normal ogre in every conceivable fashion. It is gifted with high intellect and supernatural powers, all the while being physically stronger and more aggressive than its counterparts.
Ogres are much smarter and stronger than their more primitive kindred. While they are capable of using most of the same tactics, they have the versatility and spellcasting to wreak havoc on opponents with or without other ogres. An ogre mage is permanently under the effect of a shield spell, the benefits of which are factored into its stat block.
Blades of Blood (Su): An ogre mage's magical abilities unconsciously bleed out into things that it touches, granting a +2 flat enhancment bonus to any weapon it touches (including any debris that it throws).
Catch (Ex): An ogre mage may catch thrown weapons in the same fashion as a normal ogre, except that it may block weapons with up to a +2 enhancement bonus.
Spells: An ogre mage casts spells as a sorcerer with a level 2 levels lower than its Challenge Rating (normally 6th).