OGRE – 5e stats

Large giant (ogre), chaotic evil

Armor Class 13 (Hide Armor)
Hit Points 59 (7d10+21)
Speed 40 ft.

Proficiency Bonus +2
Proficiency Bonus +4 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
19 (+4)8 (-1)16 (+3)5 (-3)7 (-2)7 (-2)

Saving Throws Str +6, Con +5
Senses Darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP)

ACTIONS

  • Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage.
  • Javelin. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.
  • Javelin. Ranged Weapon Attack: +6 to hit, reach 30/120 ft., one target. Hit: (2d6 + 4) piercing damage.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

Ogres are large, brutish humanoids with muscular bodies and massive heads. They have thick, leathery skin that ranges from yellow to brown to black, often covered with warts and scars. They have small, beady eyes, a flat nose, and a mouth full of jagged teeth. They usually wear crude hide armor and adorn themselves with bones and trinkets from their prey. Ogres are notorious for their quick tempers, violent tendencies, and greed. They enjoy inflicting pain and suffering on others, especially smaller creatures. Ogres are not very intelligent, but they have a cunning streak that makes them dangerous foes.

COMBAT

Ogres rely on their sheer strength and size to overpower their enemies. They favor large weapons, such as greatclubs or greataxes, that can deal devastating blows. They also use javelins as ranged weapons, often hurling them with surprising accuracy. Ogres are not afraid to fight dirty, using their surroundings to their advantage. They may smash through walls, throw furniture, or even toss smaller creatures as improvised weapons. Ogres are also known to grapple and bite their opponents, or simply crush them with their fists. Ogres are not very tactical, but they may ambush their prey or use simple traps to catch them off guard. Ogres often work as mercenaries for other races, such as orcs, goblins, or giants, who can offer them food or treasure in exchange for their services.

HABITAT / SOCIETY

Ogres can be found in a variety of environments, such as hills, mountains, forests, swamps, or deserts. They prefer temperate climates, but can adapt to colder or hotter regions if necessary. Ogres live in small bands or tribes, usually led by the strongest or most cunning member. Ogres are not very social, and often squabble among themselves over food or loot. They may also fight with other ogre tribes or neighboring races for territory or resources. Ogres are gluttonous and will eat almost anything they can get their hands on. They have a preference for raw flesh, especially that of dwarves, halflings, or elves. They may also cannibalize weaker ogres or their own dead. Ogres use the skin and bones of their victims to make crude clothing and jewelry.

ECOLOGY

Ogres are a menace to any ecosystem they inhabit. They consume large amounts of food and water, often depleting the natural resources of an area. They also cause widespread destruction and pollution with their rampages and waste. Ogres have few natural predators, except for larger giants or dragons, who may hunt them for sport or food. Ogres reproduce by mating with other ogres or sometimes other humanoids, such as humans or orcs. The resulting offspring are usually ogres or half-ogres, who inherit some traits from both parents.

Ogres consistently plague mankind, lusting 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 long, greasy hair of blackish-blue to dull dark green. Their odor is repellent, reminiscent of curdled milk. Their eyes are purple with white pupils. Teeth and talons are orange or black.

Ogre tribes are found anywhere, from deep caverns to mountaintops. Tribes have 1d6+20 males, 2d6 females, and 2d4 young. Shamans, if present, will be of 3rd level.

Their fondness for elf, dwarf, and halfling flesh means that there is only a 10% chance that these will be found as slaves or prisoners. There is a 30% chance that an ogre lair will include 2d4 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.

A typical ogre’s life span is 90 years, but rarely die of old age due to their violent lifestyle.

Ogre is employed as material component to empower the following spells: