A whole new kind of Ogre
Unlike any other before!
Your players have dealt with Ogres before. They're dumb, only driven by hunger and need to hide from the rain. Word has spread of a peculiar ogre found in a southern wood. Stronger, faster, hitting harder and with greater precision than others of its kind.
Should this monster be defeated, there could be more opportunity down the road for fame, fortune, and clout.
A Worthy Boss Battle
The following stats are derived from the original ogre stats in the D&D 5th Edition Monster Manual, but upgraded to ensure a more difficult fight for players, as they have this Ogre outnumbered.
Rare Ogre
Large giant, chaotic evil
- Armor Class 13 (hide armor, ring of protection)
- Hit Points 91 (7d10 + 21)
- Speed 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 18 (+4) 7 (-2) 9 (-1) 9 (-1)
- Senses darkvision 60ft., passive Perception 9
- Languages Common, Giant
- Challenge 2 (450 XP)
Grappler: The Rare Ogre can make a grapple as a bonus action on its turn.
Ring of Protection: The Rare Ogre is wearing a ring of protection (Covered in its AC already). The ring can be removed, causing the Rare Ogre to lose 1 point to its armor class.
Innate Spellcasting: The Ogre can innately cast light at will.
Actions
Multiattack. The Ogre makes Two Greatclub Attacks
Greatclub. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) bludgeoning damage
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Rock. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11(1d10 + 5)
Rare Actions
The Rare Ogre can take 1 rare action, choosing from the options below. Only one Rare action can be used at a time and only at the end of another creature's turn. The Rare Ogre ragains the spent rare action at the start of its turn.
Attack. The Rare Ogre makes a greatclub attack. Search. The Rare Ogre makes a perception check.