Ogre Mage

Large Giant (Ogrekin, Oni)

Hit Dice: 5d8+15 (37 hp)

Initiative: +4 (Improved Initiative)

Speed: 30 ft., fly 40 ft. (good)

AC: 18 (-1 size, +5 natural, +4 partial armor)

Attacks: Huge falchion +7 melee; or Huge longbow +2 ranged

Damage: Huge falchion 2d6+7; or Huge longbow 2d6

Special Attacks: Spell-like abilities

Special Qualities: Regeneration 2, SR 18

Saves: Fort +7, Ref +1, Will +3

Abilities: Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17

Skills: Concentration +7, Perception +6, Spellcraft +6

Feats: Improved Initiative

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Climate/Terrain: Any land and underground

Organization: Solitary, pair, or troupe (1-2 plus 2-4 ogres)

Challenge Rating: 8

Alignment: Usually Lawful Evil

Advancement: By character class


The ogre mage has light blue, light green, or brown skin with ivory horns.  The hair is usually a different color (blue with green, green with blue) and is darker in shade; the main exception to this coloration is found in ogre magi with brown skin and either stark white or yellow hair.  They have black nails and dark eyes with white pupils.  The teeth and tusks are very white.  Ogre magi are taller and more intelligent than their cousins, standing at 10 feet tall and weighing up to 600 pounds.  They dress in oriental clothing and armor and wield eastern weapons as well.  They speak the language of the oni (onese) as well as giant and elvenese.  Ogres magi who have migrated to the west also speak the common tongue.


Combat: Ogre magi rely on their spell-like abilities, resorting to physical combat only when necessary.  When faced with obviously superior forces, they prefer to retreat in gaseous form rather than fighting a losing battle.  Ogre magi hold deep, abiding grudges, however, and the unwise person who crosses one would do well to keep looking over a shoulder.

     Spell-Like Abilities (Sp): At will -- darkness and invisibility; 1/day -- charm person, cone of cold, gaseous form, polymorph self, and sleep.  These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level).

     Flight (Su): An ogre mage can cease or resume flight as a free action.  While in gaseous form it can fly at normal speed and has perfect maneuverability.

     Regeneration (Ex): Ogre magi take normal damage from fire and acid.

     An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump.  Reattachment takes 1 minute.  If the head or other vital organ is severed, it must be reattached within 10 minutes or the creature dies.  Ogre magi cannot regrow lost body parts.

     In battle, ogre magi prefer the falchion (75%) or nagamaki (25%).  Those found in oriental lands might (25%) possess ki power (sword school abilities) or have mastered a martial arts form/feat.  As ogre magi are intelligent, they will not fight if faced with overwhelming odds, but will flee to gather their forces or hide.


Habitat/Society: The ogre magi live in fortified dwellings or caves and foray to capture slaves, treasure, and food.  Tribes are small, with 2-5 females and 1-3 children that will not fight, but rather seek to escape in gaseous form.  The ogre magi are extremely protective of their young and will battle with savage abandon to save one's life.  If a young ogre mage is captured, these creatures will pay high ransom for its return, but they will seek revenge and will never forget the insult of the kidnapping.

     If encountered in their lair, ogre magi will be led by a chief of great power (typically a 5th-level sorcerer).  Treasure is divided by this chief and his trove is always the richest.  The tribe will have their own clan symbol and this symbol will be stitched on its war banners and flags as well as on armor and headdresses.  The chief will often have the tribe's symbol tattooed on his forehead or back.


Ecology: An ogre mage's lair is usually a powerful structure that be expanded into a mighty fortress if it can be rid of its original owners.  Ogre magi have a ECL of +9 and their favored class is sorcerer.  Many ogre mage chieftains are sorcerers or multi-class fighter/sorcerers.  There are rumors of ogre mage shaman, but this has never been proven.