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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.
Hit Dice: 4d8+11 (29 hp)
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 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 (34), or band (58)
Challenge Rating: 3
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2
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