By Alan McCoy from Dungeons & Dragons: Fundamentals
How to build challenging encounters against an Ogre
Note: This has been prepared utilizing only the 5E Core Rules. The Ogre can be found in the Monster Manual page 237, the Half-Ogre on page 238. The Ogrillon is an example of a Half-Ogre born into the culture of the Orcs rather than a true sub-species of Half-Ogre.
An Ogre is a humanoid creature roughly 9-10 feet tall and weighing in at roughly 650 pounds. They have thick skill, normal weather has little effect on them, but they do usually wear some clothing such as a loincloth. They are typically armed with a huge club but have been known to throw things like javelins with surprising accuracy.
A Half-Ogre is the offspring of an Ogre mating with a Human, Hobgoblin, Bugbear, Orc.
Ogres do not mate with Elves, Dwarves or Halflings, they eat them.
A non-Ogre mother rarely survives to term and almost never survives the birth of the infant.
A Half-Ogre is a humanoid creature roughly 7-8 feet tall and weighing in at roughly 375 pounds. While they have thick skin, it is not as thick as their Ogre Parent, thus they wear more clothing, potentially even armor and shields and typically wield more advanced weapons.
Half-Ogre behavior is somewhat better owing to the smaller size and slightly higher intelligence. You simply cannot be as dominating if you lack the physical size and power.
Ogres are usually found solitary or in a mated pair. They have been known to move in on and exert dominance over a humanoid tribe such as Bugbears, Goblins, Hobgoblins or Orcs. These slaves are used to gather food and drink, act as scouts or to gather tribute.
Ogres are cruel masters, quick to anger who have been known to murder any creature that fails them, such as by bringing them bad news. When less motivated to violence, they limit expressions of displeasure to poking , punching, or even simply insulting.
If pleased, the Ogre will reward their servant with scraps of food (bones with meat left on them), drink (shoving their face into their cup) or similar actions. The Ogre does not perceive this as cruel. It believes that such behavior is a reward.
Greedy, if they see it and decide they want it, then its theirs as far as they are concerned; the fact that it might be in your hands at the moment is a something that will be quickly taken care of by a demand, or a hard blow.
Ogres often eat other humanoids, this can include members of their slave band, prisoners or captured livestock.
They consider Dwarves, Elves and Halflings to be especially tasty. It is assumed that Half-Elves and Gnomes would also be considered delicacies, but all creatures are fit to eat as far as an Ogre is concerned.
Rarely, Ogres will gather in large groups called ‘Ogre Gangs’ to raid, destroy, confront more dangerous monsters or simply to cause mass mayhem. Exactly what motivates the formation of an Ogre Gang is unknown, but all within the path of such a group tremble.
Ogres are sometimes co-opted into the armies or attacking forces of powerful evil bands. This is usually done by bribery and reward, but if the leader is sufficiently powerful, it can be done by intimidation. When it does happen, these powerful creatures are used as shock troops, marauders and to carry heavy loads.
An Ogre battering ram or living catapult is an impressive and terrifying sight to behold.
Step 1a) Let’s Review what we know about the Ogre
Physically the Ogre is Strong (+4), Tough (+3) and somewhat Clumsy (-1).Mentally the Ogre is Stupid (-3), shows poor judgement (-2) and lacks presence (-2).
The lack of presence and the stupidity of the Ogre tend to make them less intimidating, it is generally thought that if you can get out of its sight for a few minutes, it will forget any threats it has made.
Because of Ogres can move 40 feet per round.
Ogres have Darkvision (60 feet) and a passive perception of 8.
Step 1b) Let’s Review what we know about the Half-Ogre
Physically the Half-Ogre is Strong (+3), Tough (+2) and has average Dexterity.
Mentally the Half-Ogre is Dumb (-2), has impaired judgement (-1) and average Charisma.
Unlike the Ogre, if a Half-Ogre makes an intimidating demand, it is almost sure to remember it and punish those that fail it.
Half-Ogres can move 30 feet per round.Half-Ogres have Darkvision (60 feet) and a passive perception of 9.
Step 2) Determine the probable Strategy and Tactics
Both Ogres and Half-Ogres are smash and grab type combatants, they see it, they want it, they take it. Neither has the patience or presence of mind to delay or prepare.
Lack of preparation does not keep them from using what happens to be available: Actions such as setting fire to a roof, pushing over a barn, or knocking over a wagon are well within their ability and intelligence.
If available, Ogre slaves will be used as fighters, gatherers, and assistants. The Ogre does not care for the slaves and will not normally rescue or assist any that are in trouble. It simply does not care.
The Ogre will be quite frustrated if their enemy is not in range of their club (or Axe), This is easily overcome as they carry Javelins to use as a (Strength-based) missile weapon.
When engaged in melee combat, the Ogre has been known to grapple a creature and toss them, use a creature (even one of their slaves) as a missile weapon (bowling), or even as a potential shield against their foes.
Step 3) DM Tips and Observations
Despite the claims of certain fantasy representations, Ogres are not like onions, they are a one-dimensional foe that loves nothing more than inflicting pain and hardship on those that cross their path.
Starting from the top: The AC of an Ogre (11) or a Half-Ogre (12) is WAY TOO LOW!
I suggest increasing these to Ogre (14) and Half-Ogre (15).
This is justified with Natural Armor (Tough Skin), Hide Armor and with the Half-Ogre, a Shield.
Because of the Large Size of these creatures:
Weapons with the TWO-HANDED PROPERTY may be utilized ONE-HANDED at the discretion of the DM.
Ogre Strength of 19, should be 20.
Half-Ogre Strength of 17 should be 18.
Player Characters build efficiently, monsters should as well.
Ogres and Half-Ogres should be given the ‘Tavern Brawler’ Feat with the damage component a minimum of 1d6 but potentially higher. This would make them proficient, or at least proficient enough with anything they pick up as a weapon.
This includes people or slaves. This also solves the problem of the rather silly presentation of an Ogre carrying around javelins. Instead they simply pick up whatever happens to be at hand and throw it.