Ogres
Ogres are the colossus beings that stand tall between 15 to 18 feet, casting an imposing shadow over the lands they roam. These hulking brutes, with thick-set bodies, broad shoulders, and powerful limbs, are believed to be distant kin to the ancient race of giants. Their skin varies from earthen tones to murky greens, often mottled with warts, scars, and patches of coarse, wiry hair. Their faces are dominated by a pronounced brow, glaring eyes that glow in dim light, and a wide mouth lined with yellowed, jagged teeth. Despite their often brutish and unkempt appearance, one would be remiss to judge them solely on aesthetics.
Tier 2
Ogre
Enormous, Colossus
Tier 2, Challenge Point 8, XP: 16
Attributes
AC 11 AP 3 HP 88 Posture 37
- Passive Insight/ Perception 7
- Language Jotun
Movement
Base 30 Climb/Swim 25 Dash 50 Stats + Skills
STR +9 DEX -3 INT -2 WIS -3 CHA -2
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 17), or be pushed 10 feet away and become Stunned and Knocked Prone.
- Colossus Climb A Medium or smaller creature can attempt to climb onto you. When it does, it must succeed on an Athletics Save (DC 17) or fall. A creature with a Climbing Speed as their Base speed automatically succeeds this Save.
- If you hit an Attack against a creature that is climbing you, that creature must also repeat the Save. A creature that climbs 20 feet can reach your neck.
- If a creature deals slash or thrust damage with a Melee Attack against your neck, you become weak to that Attacks damage.
Actions (2)
Great Club Hit +9, Dmg 1d12 strike
Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to this damage roll. You do not get to add a third 1d12.
Favorite Weapon Effect: You ignore all AP
Belly Crush Hit +9, Dmg 2d8 strike
Prone: You become Knocked Prone after this Attack. You cannot use this Attack while Knocked Prone.
Fat Prison: On a hit, a Large or smaller creature then shares the same space as you, and it becomes Knocked Prone, Contained and Immobilized while you are above it.
That creature can use 1 Action to make 1 Athletics Save (DC 17), moving away from your space.
Two-Headed Ogre
Enormous, Colossus
Tier 2, Challenge Point 16, XP: 32
Attributes
AC 11 AP 3 HP 168 Posture 77
- Passive Insight/ Perception 11
- Language Jotun
Movement
Base 30 Climb/Swim 25 Dash 50 Stats + Skills
STR +9 DEX -3 INT -2 WIS -3 CHA -2
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Double Heads You gain advantage on all your Perception Checks, and you also have 2 Reactions, but cannot use all of them at once.
- You also gain advantage on all Saves that would make you become Blinded, Deafened, Surprised, Confused, Scared, or Enchanted.
- Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 17), or be pushed 10 feet away and become Stunned and Knocked Prone.
- Colossus Climb A Medium or smaller creature can attempt to climb onto you. When it does, it must succeed on an Athletics Save (DC 17) or fall. A creature with a Climbing Speed as their Base speed automatically succeeds this Save.
- If you hit an Attack against a creature that is climbing you, that creature must also repeat the Save. A creature that climbs 20 feet can reach your neck.
- If a creature deals slash or thrust damage with a Melee Attack against your neck, you become weak to that Attacks damage.
Actions (2)
- Belly Crush Hit +9, Dmg 2d8 strike
- Prone: You become Knocked Prone after this Attack. You cannot use this Attack while Knocked Prone.
- Fat Prison: On a hit, a Large or smaller creature then shares the same space as you, and it becomes Knocked Prone, Contained and Immobilized while you are above it.
- That creature can use 1 Action to make 1 Athletics Save (DC 17), moving away from your space.
- Great Club Hit +9, Dmg 1d12 strike
- Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to this damage roll. You do not get to add a third 1d12.
- Favorite Weapon Effect: You ignore all AP
Reactions (2)
- Territorial If a creature within 5 feet of you moves without Disengaging first, you can make 1 Attack of Opportunity against that creature.