Ogre

Large Giant (Ogrekin, Oni)

Hit Dice: 4d8+8 (26 hp)

Initiative: -1 (Dex)

Speed: 30 ft.

AC: 16 (-1 size, -1 Dex, +5 natural, +3 hide)

Attacks: Huge greatclub +8 melee; or Huge longspear +1 ranged

Damage: Huge greatclub 2d6+7; or Huge longspear 2d6+5

Special Attacks: ---

Special Qualities: ---

Saves: Fort +6, Ref +0, Will +1

Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7

Skills: Climb +4, Perception +2, Stealth +0

Feats: Weapon Focus (greatclub)

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Climate/Terrain: Any land and underground

Organization: Solitary, pair, gang (2-4), or band (5-8)

Challenge Rating: 2

Alignment: Usually Chaotic Evil

Advancement: By character class


Ogres are big, ugly, greedy humanoids that live by ambushes, raids, and theft.  Ill-tempered and nasty, these monsters are often found serving as mercenaries working for ogre magi, evil humans, clerics, shaman, or oni.  They mingle freely with giants and trolls.

     Adult ogres stand 9 to 10 feet tall and weigh 300 to 350 pounds.  Their skin colors range from a dead yellow to a dull black-brown, and (rarely) a sickly violet.  Their warty bumps are often of a different color -- or at least darker than their hides.  their eyes are purple with white pupils.  Teeth and talons are orange or black.  Ogres have long greasy hair of blackish-blue to dull dark green.  Their odor is repellent, reminiscent of curdled milk.  Dressing is poorly cured furs and animal hides, they care for their weapons and armor only reasonably well.  It is common for ogres to speak onese, giant, and the common tongue.  Ogres typically live to an average life of 90 years old.


Combat: In small numbers, ogres fight as unorganized individuals, but groups of 11 or more will have a leader, and groups of 16 or more usually include two leaders and a chieftain.  Ogres favor overwhelming odds, sneak attacks, and ambushes to a fair fight.  They are intelligent enough to fire ranged weapons first to soften up their foes before closing.


Habitat/Society: Ogre tribes are found anywhere, from deep caverns to mountaintops.  Tribes have 16-20 males, 2-12 females, and 2-8 young.  Ogres live by raiding and scavenging and they will eat anything.  Their fondness for elf, dwarf, and hobbit flesh means that there is only a 10% chance that these will be found as prisoners or slaves.  There is a 30% chance that on ogre lair will include 2-8 slaves.  Captured prisoners are always kept as slaves (25%) or food (75%).  Extremely avaricious, ogres squabble over treasure and cannot be trusted, even by their own kind.

     Ogre leaders and chieftains tend to be barbarians.  Shaman, if present, are of the adept class more than anything with some (10%) being actual members of the shaman class.


Ecology: Ogres consistently plague mankind, hunting for gold, gems, and jewelry as well as human flesh.  They are evil-natured creatures that join with other monsters to prey on the weak and favor overwhelming odds to a fair fight.  Ogres make no crafts nor labor.  Ogres have an ECL of +6 and their favored class is the barbarian.  Most leaders and chieftains are barbarians or multiclassed barbarian/rogues.