18.26 Ogres
Ogres Lore
Local DV 7: Ogres are Large, hideous humanoid creatures with a taste for human flesh. If that is unavailable, they also enjoy the flesh of other humanoid creatures. They lack the intelligence for complex plans, but they like lying in wait to ambush helpless travelers.
Local DV 12: Ogre skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.
They are intelligent enough to throw their javelins first to soften up their foes before closing into melee, but ogre gangs and bands fight as disorganized individuals. Ogres use massive clubs in battle to tenderize their meat instead of wastefully hacking off bits.
HP 32 IP 17
Defenses Armor 6 Brawn 10 Fort 7 Ment 4 Ref 5
Movement 40 ft.
Social Intimidate +5
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Attributes 5, 0, 2, -4, 1, -1 | Alignment Chaotic evil |
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Accuracy +3; Brawling +5 | Power 7; 1 ✨ |
Equipment Leather lamellar, javelin, greatclub
Traits Humanoid
Ogre Ganger Lore
Local DV 7: Ogre gangers are relatively weak or young ogres that tend to gather together in gangs for mutual protection.
Ogre Ganger Abilities
| Javelin |
Standard action |
Tags: Thrown (60/120)
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The ogre ganger makes a +4 strike vs. Armor with its javelin.
Hit: 1d6+3 damage.
| Knockdown |
Standard action |
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The ogre ganger makes a +4 melee strike vs. Armor with its greatclub.
Hit: 1d10+7 damage.
Injury: If the attack result hits the target’s Brawn defense, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect, so it does not affect creatures more than one size category larger than the ogre ganger.
| Sweep | Standard action |
Tags: Sweeping (1)
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The ogre ganger makes a +4 melee strike vs. Armor with its greatclub.
Hit: 1d10+7 damage.
HP 52 IP 26
Defenses Armor 9 Brawn 14 Fort 10 Ment 8 Ref 8
Movement 40 ft.
Social Intimidate +7
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Attributes 6, 1, 3, -2, 2, 0 | Alignment Chaotic evil |
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Accuracy +5; Brawling +7 | Power 10; 4 ✨ |
Equipment Leather lamellar, javelin, greatclub
Traits Humanoid
Ogre Menace Lore
Local DV 9: Ogre menaces are mature adult ogres that often terrorize small towns. They tend to work in pairs or with minions like goblins that they bully into submission.
Ogre Menace Abilities
| Armorcrusher |
Standard action |
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The ogre menace makes a +7 melee strike vs. Fortitude with its greatclub.
Hit: 1d10+10 damage.
| Concussion |
Standard action |
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The ogre menace makes a +5 melee strike vs. Armor with its greatclub.
Hit: 1d10+10 damage.
Injury: The target becomes stunned (-2 defenses) as a condition.
| Greatclub |
Standard action |
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The ogre menace makes a +5 melee strike vs. Armor with its greatclub.
Hit: 2d10+10 damage.
| Javelin |
Standard action |
Tags: Thrown (60/120)
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The ogre menace makes a +5 strike vs. Armor with its javelin.
Hit: 2d6+5 damage.
HP 31 IP 22
Defenses Armor 8 Brawn 11 Fort 8 Ment 11 Ref 8
Movement 40 ft.
Senses Awareness +11
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Attributes 4, 0, 0, 1, 4, 4 | Alignment Chaotic evil |
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Accuracy +6; Brawling +6 | Power 8; 8 ✨ |
Equipment Buff leather, greatclub
Traits Humanoid
Ogre Mage Lore
Local DV 9: Ogre mages are unusual ogres that have innate arcane magical talent. They are generally identifiable as the only ogres who do not go into battle wearing armor. They are more intelligent than other ogres, and more likely to use combat strategies like hiding behind their minions.
Ogre Mage Abilities
| Greatclub |
Standard action |
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The ogre mage makes a +6 melee strike vs. Armor with its greatclub.
Hit: 2d10+8 damage.
| Stutterstop ✨ | Standard action |
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The ogre mage makes a +7 attack vs. Mental against up to two creatures in Short (30 ft.) range.
Hit: As a condition, the target randomly slows down. At the start of each round, if it injured, it has a 50% chance to be slowed (-10 speed, -2 Armor and Ref) during that round.
Critical hit: The condition must be removed an additional time before the effect ends.
| Time Ebbs and Flows ✨ | Standard action |
Tags: Swift
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The ogre mage is braced (+2 defenses) this round. Next round, it is focused (roll attacks twice). This defense bonus is Swift, so it protects the ogre mage against attacks during the current phase.
| Unstable Aging ✨ | Standard action |
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The ogre mage makes a +2 attack vs. Fortitude against one living creature within Medium (60 ft.) range. The ogre mage gains a +2 accuracy bonus against creatures that are too young or too old to be ordinary adults.
Hit: 1d8+2d6+8 damage.
| Wave of Senescence ✨ | Standard action |
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The ogre mage makes a +6 attack vs. Fortitude against each enemy in a Large (60 ft.) cone. The ogre mage gains a +2 accuracy bonus against creatures that are too young or too old to be ordinary adults.
Hit: The target is briefly deafened (20% verbal spell failure) and dazzled (20% miss chance, no special vision). If it is injured, it is also deafened and dazzled as a single condition.
Critical hit: The condition must be removed an additional time before the effect ends.
HP 174 IP 130
Defenses Armor 11 Brawn 17 Fort 13 Ment 11 Ref 10
Movement 40 ft.
Social Intimidate +7
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Attributes 8, 1, 4, -1, 3, 2 | Alignment Chaotic evil |
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Accuracy +6; Brawling +8 | Power 14; 8 ✨ |
Equipment Greatclub
Traits Humanoid
Ogre Skullclaimer Lore
Local DV 9: Ogre skullclaimers are the leaders of large roaming bands of ogres. Ogre bands are often accompanied by goblins or other similar creatures that help the ogres in exchange for a share of the valuable items they find, since the ogres care more about the creatures they kill.
Local DV 14: Ogre skullclaimers are named after their right to eat the most prized part of any humanoid the band kills: the head.
Ogre Skullclaimer Abilities
| Deafening Shout | Elite action |
Tags: Auditory
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The ogre skullclaimer makes a +6 attack vs. Fortitude against a creature within Short (30 ft.) range.
Hit: 1d6+11 damage, and the target is briefly deafened (20% verbal spell failure).
| Empowering Roar | Elite action |
Tags: Auditory
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Up to two allies within a Small (15 ft.) radius from it is empowered (+3 damage) this round.
| Watch Out | Elite action |
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Up to two allies within Medium (60 ft.) range are shielded (+2 Armor and Ref) this round. Because this is a Swift ability, it affects attacks against them during the current phase.
| Armorcrusher |
Standard action |
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The ogre skullclaimer makes a +8 melee strike vs. Fortitude with its greatclub.
Hit: 1d10+14 damage.
| Concussion |
Standard action |
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The ogre skullclaimer makes a +6 melee strike vs. Armor with its greatclub.
Hit: 1d10+14 damage.
Injury: The target becomes stunned (-2 defenses) as a condition.
| Greatclub |
Standard action |
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The ogre skullclaimer makes a +6 melee strike vs. Armor with its greatclub.
Hit: 2d10+14 damage.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, the ogre skullclaimer can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.