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.

Ogre Ganger

Level 5 Brute

Large mortal

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

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.

Ogre Menace

Level 8 Brute

Large mortal

PIC

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

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.

Ogre Mage

Level 8 Sniper

Large mortal

PIC

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

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

Tags: Auditory, Visual

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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.

Ogre Skullclaimer

Level 9 Brute – Elite

Large mortal

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

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

Tags: Auditory, Swift

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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.