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Site Title

Ogres are big, ugly, greedy creatures that live by raiding and scavenging. They join other monsters to prey on the weak and associate freely with ogre mages, giants, and trolls.
Lazy and bad-tempered, ogres solve problems by smashing them; what they can't smash, they either ignore or flee. Dwelling in small tribal groups, ogres occupy any convenient location and eat nearly anything they can catch, steal, or slay. Ogres sometimes accept mercenary service with other evil humanoids (including humans).
Adult ogres stand 9 to 10 feet tall and weigh 300 to 350 pounds. Their skin color ranges from dull yellow to dull brown. Their thick hides are often covered in dark, warty bumps, and their hair is long, unkempt, and greasy. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.
Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

OGRE
Large Giant

Hit Dice: 4d8+11 (29 hp)

Initiative: –1

Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.

Armor Class: 16 (–1 size, –1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16

Base Attack/Grapple: +3/+12

Attack: Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5)

Full Attack: Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5)

Space/Reach: 10 ft./10 ft.

Special Attacks: —

Special Qualities: Darkvision 60 ft., low-light vision

Saves: Fort +6, Ref +0, Will +1

Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7

Skills: Climb +5, Listen +2, Spot +2

Feats: Toughness, Weapon Focus (greatclub)

Environment: Temperate hills (Merrow: Temperate aquatic)

Organization: Solitary, pair, gang (3–4), or band (5–8)

Challenge Rating: 3

Treasure: Standard

Alignment: Usually chaotic evil

Advancement: By character class

Level Adjustment: +2

COMBAT
Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.

MERROW
These cousins of the ogre have the aquatic subtype. They dwell in freshwater lakes and rivers. They have a base land speed of 30 feet and a swim speed of 40 feet and are found only in aquatic environments. Instead of the typical ogre’s greatclub, they prefer to use longspears in melee (attack +8 melee, damage 1d8+7).

Page Last Updated March 13th, 2005

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