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Few adventurers are prepared for the fetid odors, blundering stupidity, and barbaric depravity that characterize an encounter with ogres. An ogre makes a dramatic first impression with its intimidating size; at 9 to 10 feet tall, ogres tower over most humanoids, and their hideously thick arms and legs bulge with massive, misshapen muscles.
Ogres are the crudest and most populous of giants, but generations of rampant inbreeding and crossbreeding have turned them into a mockery of giantkind. As such, the other giant races detest ogres and treat these weaker cousins with derisive scorn. But with their insular families and sociopathic tendencies, ogres care little about these opinions, and an ogre clan is just as likely to prey on a lone giant as on any other creature.
Ogres are twisted beasts that suffer from physical defects and mutations at a dramatically higher rate than any other race, due to their habit of inbreeding as a method of cementing familial bonds. The resulting defects don't bother the ogres, who view their deformities as the mark of whatever dark god they worship. This same superstition leads ogres to despise beautiful creatures; when given the opportunity, they go out of their way to mutilate and torture the most attractive of their victims.
In addition to being the most numerous of giants, ogres are the widest ranging, and they are encountered in nearly every sort of terrain. There are brown-skinned ogres wandering desert regions; pale-skinned, shaggy beasts roaming the arctic lands; and numerous clans inhabiting forests, swamps, and vast open plains.
Ogres normally form family groups consisting of half a dozen to a dozen adults and juveniles, led exclusively by a powerful patriarch or matriarch known as the "boss." Larger families have been known to exist, but ogres are so destructive that few areas can support a clan with more than a dozen members, and these groups usually break up because of hunger and infighting. The boss's power is absolute within the ogre clan, and the only law is that which she enforces. Favored members get the choicest morsels at meals and the best bedding, while those who have fallen out of favor go hungry and are singled out for harsh beatings and repeated abuse. In spite of this, ogre clans are fairly tightly knit.
Food and survival are both continual problems for ogre families. These large brutes require tremendous amounts of meat to survive, but have little patience for mundane tasks such as agriculture or animal husbandry, so they fill their larders by pillaging, robbing, and killing. Ogres aren't entirely reliant on murder; some also act as hunters and trappers. In lean times, ogres possess no reservations about cannibalism. The sick or infirm don't survive long during famine, and any perceived rival might be quietly killed to fill the stewpot and eliminate dissent. Even a family member that's healthy and in good standing might end up on the dinner plate if the boss goes hungry for too long.
Ogres hunt either by running creatures to exhaustion or by forming a big circle and driving prey into the center to be slaughtered. A small ogre hunting party might follow a herd of deer for days, picking off stragglers and bagging them for future consumption. Ogres use variations on these techniques to hunt humans and other intelligent prey. The actual hunt can provide more pleasure to the ogres than the eventual slaughter, as they delight in the fear and desperation of their prey. This has the unfortunate side effect of making many of their hunts extravagantly wasteful. Ogres also find gratification in pure torture, but their skill is limited by impatience and a poor understanding of the limits of humanoid physiology. These ham-fisted brutes' torture sessions usually end all too quickly, from the ogres' perspective—but as an early end hastens mealtime, most ogres have no regrets.
Ogres see smaller creatures as prey and stay their hand only if they feel that they wouldn't win in a fight or if they can be convinced there is a greater reward to be had by parleying. Adventurers tell stories of tricking ogres into releasing them with promises of secret treasures, and a few audacious humans have even had luck partnering with ogres. Eventually, though, most would-be schemers discover that the ogre's appetite overrules any thought of camaraderie or future reward.
Even the most foolish ogre families learn caution when in close proximity to populous human settlements. Ogres know humans band together when threatened, so clans most often prey on the fringes of society, concentrating attacks on small villages, poorly armed caravans, or isolated farmsteads. They tend to avoid elven lands, as elves kill any ogres who dare to enter their forests, and ogres have little interest in digging dwarves out of their warrens. Ogres view smaller humanoids like gnomes and halflings as the tastiest of the man-like creatures and often pursue tiny prey with rapt fascination, but it never occurs to them that such diminutive creatures might be cleverer than they are. There are many tales of halflings and gnomes defeating the large, foolish giants through guile.
Ogres have been incorporated into large armies on past occasions, but usually only when another creature has recruited them with promises of food and keeps them in line with harsh punishments. Under the flag of a powerful giant (or even human) general, a well-equipped ogre regiment forms a devastating horde. Ogres' strength and dim-witted fearlessness make them excellent shock troops. Still, such commanders quickly learn to not send these brutish and impulsive giants against cities that they wish to capture with minimal damage to the structures and residents.
Full statistics for ogres can be found in their Bestiary entry.
Ogres are known for their stupidity, violence, and filthy habits; their talents lie not in innovation or research, but in perversion, strength, and survival. As a result, the new ogre options presented here emphasize the race's degenerate ancestry, odd mutations, and ability to adapt to new environments.
Whether it's due to inbreeding, magical or alchemical experimentation, or strange environs, ogres are far more prone to mutations than other races. Ogres can survive with defects that would outright kill members of most other species. Below is a small sample of mutations that might be seen among ogres in a clan.
These tall, bone-thin ogres have thick, bark-like skin and spiked growths all over their bodies, and their hands end in sharp, thorn-like claws.
Quick Rules: +2 on AC, –1 hp/HD, and –1 on Fortitude saves and Constitution checks; gains 2 claw attacks (1d6); +4 racial bonus on Stealth checks in forests.
Rebuild Rules: Ability Scores –2 Constitution, +2 natural armor bonus; Attacks gains 2 claw attacks (1d6); Special +4 racial bonus on Stealth checks in forests.
Ogres with the thicken template have huge, oversized heads and razor-sharp teeth.
Quick Rules: –1 to AC, ranged attack rolls, initiative, and Dexterity-based skills; gains a bite attack (1d8).
Rebuild Rules: Ability Scores –2 Dexterity; Attacks gains a bite attack (1d8) .
Ogres with the shaggra template are covered in long, matted fur, and have stunted legs and massive oversized arms, similar to apes. They move on all fours and smash enemies with their giant fists.
Quick Rules: +2 on all attack rolls, damage rolls, and Strength checks; gains two slam attacks (1d6); gains the grab and constrict monster special abilities.
Rebuild Rules: Ability Scores +4 Strength; Attacks gains 2 slam attacks (1d6, grab, constrict); Special Abilities grab, constrict.
Ogres sometimes interbreed with other giants. The result of such crossbreeding is a giantkin ogre, which gains some abilities from its non-ogre parents. In areas where ogre clans live near large populations of giants, interbreeding can be so common that entire ogre clans consist solely of giantkin.
Blessed with the blood of greater giants, giantkin ogres are larger and stronger than their normal ogre relatives and gain abilities from their giant progenitors.
Rebuild Rules: Hit points +10 hit points; Saving Throws +1 racial bonus to all saving throws; Ability Scores +4 Strength, +4 Constitution; Special Attacks rock throwing (1d6, 90 ft.), Special see table.
Crossbreed | Special Abilities |
---|---|
Fireblood | Resist fire 10 |
Frostblood | Resist cold 10 |
Hillblood | Increase natural armor by 2 |
Stoneblood | Rock catching, rock throwing (1d8, 120 ft.) |
The following feats are available to ogres.
You have sickened, rotting flesh from some deformity or vestigial limb that has turned fetid and necrotic, yet refuses to heal or fall off.
Prerequisites: Con 15, 6 HD, ogre.
Benefit: You gain the stench special ability (DC 10 + 1/2 your HD + your Constitution modifier).
The rotting of your flesh has spread to your lungs and fills them with putrid fluids.
Prerequisites: Con 15, Corrupted Flesh, 6 HD, ogre.
Benefit: You can exhale a 30-foot cone of vile-smelling, moist air mixed with phlegm and remnants of old meals. Creatures in the area must succeed at a Fortitude save (DC = 10 + 1/2 your Hit Dice + your Constitution modifier) or they are nauseated for 1d6 minutes. Affected creatures that spend a full-round action gasping for fresh air and scraping off your oral debris may attempt another save to overcome the effect. You can use this breath weapon twice per day, plus one additional time per day for every 6 HD you possess beyond 6.
Some ogres are able to quickly choke down even the largest of meals so they can get on with other business.
Prerequisites: Both Improved Unarmed Strike and Improved Grapple or the grab ability, ogre, size Large or larger.
Benefit: If you start your turn grappling another creature at least two size categories smaller than you, you can put the grappled creature in your mouth as a move action and attempt another grapple combat maneuver check (as though attempting to pin the opponent). If you succeed, you swallow the opponent as if you had the swallow whole special ability.
You excel at hunting humans in the dead of night and murdering them quietly.
Prerequisites: Skill Focus (Stealth), darkvision, half-ogre or ogre, size Large or larger.
Benefit: While in areas of dim lighting or natural darkness, you ignore all size penalties on Stealth checks and gain a +2 bonus on attack rolls against flat-footed enemies.
Your thick, muscular arms are capable of landing powerful blows and crushing the life out of the smaller creatures you embrace.
Prerequisites: Str 25, Improved Grapple, Improved Unarmed Strike, ogre, size Large or larger.
Benefit: Your unarmed strike damage increases by one step when you're grappling creatures smaller than you. You gain the constrict monster special ability, dealing an amount of damage equal to either the slam damage for a creature of your size or your unarmed strike damage, whichever is greater.
You are able to harness the rage that burns inside you and fuels your might.
Prerequisites: Str 21, ogre.
Benefit: Select one rage power. Once per day as a free action, you can enter a state of fury and gain the effects of this rage power for 1 minute. If the rage power normally ends a barbarian rage when used, the ability ends after it's used and you immediately become fatigued. You don't otherwise become fatigued at the end of this ability's duration.
Your effective barbarian level for the purpose of qualifying for and using rage powers is equal to your total Hit Dice – 3. This feat doesn't grant any of the normal benefits or penalties of a barbarian's rage.
Special: You can take this feat multiple times. Each time you do, choose another rage power and gain one additional use per day of this feat. Each time you activate this feat, you can use any or all of your rage powers gained from this feat.
You are able to land critical hits precisely, dealing devastating damage.
Prerequisites: Str 19, ogre, sneak attack +2d6.
Benefit: When you hit a creature using the Vital Strike feat or confirm a critical hit against an opponent, add your sneak attack damage to the damage from the attack. This feat has no effect on attacks that already allow you to add sneak attack damage.
You were born with a parasitic vestigial head with its own stunted brain. The head may be mostly subsumed within your own flesh and visible only as a distorted face, or it might sprout out of its own neck from your neck, shoulder, back, or chest.
Prerequisite: Ogre.
Benefit: Anytime you must attempt a Will save against a hostile effect, there is a 25% change that the effect targets your vestigial head instead. If this occurs, you are treated as if you had succeeded at your saving throw, and instead are sickened for 1d4 rounds or the duration of the effect (whichever is longer).
Special: You can take this feat twice. The second time you do, the chance of a hostile Will effect targeting your vestigial head instead of your own increases to 50%. This doesn't give you another vestigial head.
Ogres belittle those who value smarts over strength, but clever ogres find their own paths to power.
Ogre Priest CR 4
XP 1,200
Ogre cleric 2
CE Large humanoid (giant)
Init –2; Senses darkvision 60 ft., low-light vision; Perception +7
Defense
AC 19, touch 7, flat-footed 19 (+6 armor, –2 Dex, +6 natural, –1 size)
hp 51 (6d8+24)
Fort +11, Ref –1, Will +7
Offense
Speed 30 ft.
Melee mwk greatsword +11 (3d6+10/19–20)
Ranged javelin +1 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks channel negative energy 1/day (DC 9, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +3)
4/day—strength surge (+1), vision of madness (+/–1)
Cleric Spells Prepared (CL 2nd; concentration +3)
1st—bless, cure light wounds, divine favor, enlarge person D
0 (at will)—create water, detect magic, mending, stabilize
D domain spell; Domains Madness, Strength
Statistics
Str 25, Dex 6, Con 19, Int 8, Wis 12, Cha 7
Base Atk +4; CMB +12; CMD 20
Feats Combat Casting, Iron Will, Power Attack
Skills Perception +7, Spellcraft +4
Languages Giant
Combat Gear potion of cure light wounds, potion of invisibility, scroll of cure moderate wounds, alchemist's fire (2); Other Gear mwk breastplate, javelins (3), mwk greatsword, amulet of natural armor +1, unholy symbol, 157 gp
Ogre Stalker CR 4
XP 1,200
Ogre rogue 3
CE Large humanoid (giant)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +10
Defense
AC 19, touch 10, flat-footed 18 (+4 armor, +1 Dex, +5 natural, –1 size)
hp 52 (7d8+21)
Fort +8, Ref +5, Will +2
Defensive Abilities evasion, trap sense +1
Offense
Speed 40 ft.
Melee mwk greatclub +12 (2d8+10)
Ranged javelin +5 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks sneak attack +2d6
Statistics
Str 25, Dex 12, Con 17, Int 8, Wis 10, Cha 5
Base Atk +5; CMB +13; CMD 24
Feats Improved Initiative, Night Stalker*, Power Attack, Skill Focus (Stealth)
Skills Acrobatics +11, Climb +17, Disable Device +2, Perception +10, Stealth +10 (+14 in dim light or darkness)
Languages Giant
SQ rogue talents (fast stealth), trapfinding +1
Combat Gear potion of cure moderate wounds, potion of elixir of hiding, wasp nest of swarming; Other Gear +1 studded leather, javelins (3), mwk greatclub, feather token (tree), 16 gp
Violence is a way of life for ogres. Most of them learn the best ways to cause pain from their clans' bosses, who mete out beatings for even the slightest infraction.
Ogre Brute CR 6
XP 2,400
Ogre barbarian 3
CE Large humanoid (giant)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +13
Defense
AC 17, touch 8, flat-footed 17 (+4 armor, +1 deflection, +5 natural, –2 rage, –1 size)
hp 88 (7 HD; 4d8+3d12+45)
Fort +14, Ref +3, Will +8
Defensive Abilities trap sense +1, uncanny dodge
Offense
Speed 50 ft.
Melee +1 greataxe +15/+10 (3d6+14/×3)
Ranged javelin +5/+0 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (12 rounds/day), rage powers (scent)
Tactics
Base Statistics When he's not raging, the brute's statistics are AC 19, touch 10, flat-footed 19; hp 74; Fort +12, Will +6; Melee +1 greataxe +13/+8 (3d6+11/×3); Str 25, Con 19; CMB +14, CMD 25; Skills Climb +10.
Statistics
Str 29, Dex 10, Con 23, Int 6, Wis 12, Cha 5
Base Atk +6; CMB +16; CMD 25
Feats Cleave, Iron Will, Power Attack, Skill Focus (Perception)
Skills Climb +12, Perception +13, Survival +6
Languages Giant
SQ fast movement
Combat Gear potions of cure light wounds (4), potion of cure moderate wounds ; Other Gear chain shirt, +1 greataxe, javelins (3), cloak of resistance +1, ring of protection +1, 77 gp
Ogre Boss CR 7
XP 3,200
Ogre fighter 4
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
Defense
AC 21, touch 7, flat-footed 21 (+9 armor, –2 Dex, +5 natural, –1 size)
hp 76 (8 HD; 4d8+4d10+36)
Fort +12, Ref +0, Will +5 (+1 vs. fear)
Defensive Abilities bravery +1
Offense
Speed 30 ft.
Melee mwk greatsword +16/+11 (3d6+14/19–20) or greatclub +14/+9 (2d8+12)
Ranged javelin +4/–1 (1d8+8)
Space 10 ft.; Reach 10 ft.
Tactics
During Combat The ogre boss closes with soft-looking enemies and uses her massive reach (with Lunge, if necessary) to box them in.
Statistics
Str 26, Dex 6, Con 19, Int 6, Wis 12, Cha 7
Base Atk +7; CMB +16; CMD 24
Feats Improved Initiative, Iron Will, Lunge, Power Attack, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Intimidate +3, Perception +7
Languages Giant
SQ armor training 1
Combat Gear potions of cure light wounds (2), potion of cure moderate wounds, bag of tricks (gray); Other Gear full plate, greatclub, javelins (3), mwk greatsword, 342 gp
Ogres who specialize in catching delicious humanoid morsels are popular among the clans.
Ogre Mancatcher CR 8
XP 4,800
Ogre fighter 5
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +9
Defense
AC 21, touch 11, flat-footed 20 (+5 armor, +1 deflection, +1 Dex, +5 natural, –1 size)
hp 86 (9 HD; 4d8+5d10+41)
Fort +13, Ref +4, Will +6 (+1 vs. fear)
Defensive Abilities bravery +1
Offense
Speed 40 ft.
Melee +1 ogre hook +17/+12 (2d8+14/×3 plus trip) or unarmed strike +16/+11 (1d4+12)
Ranged javelin +8/+3 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks weapon training (polearms +1)
Statistics
Str 25, Dex 12, Con 18, Int 6, Wis 12, Cha 5
Base Atk +8; CMB +16; CMD 28
Feats Combat Reflexes, Improved Unarmed Strike, Iron Will, Power Attack, Step Up, Vicious Stomp, Weapon Focus (ogre hook), Weapon Specialization (ogre hook)
Skills Perception +9, Profession (cook) +5
Languages Giant
SQ armor training 1
Combat Gear potions of cure light wounds (3), potion of cure moderate wounds ; Other Gear +1 brawling chain shirt, +1 ogre hook, javelins (3), cloak of resistance +1, ring of protection +1, 23 gp
Ogre Glutton CR 11
XP 12,800
Ogre barbarian 8
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +14
Defense
AC 20, touch 10, flat-footed 18 (+5 armor, +1 deflection, +2 Dex, +5 natural, –2 rage, –1 size)
hp 155 (12 HD; 4d8+8d12+80)
Fort +16, Ref +6, Will +9; +4 vs. magic
Defensive Abilities improved uncanny dodge, trap sense +2; DR 1/—
Offense
Speed 50 ft.
Melee +1 greataxe +21/+16/+11 (3d6+16/×3), bite +15 (1d8+15 plus animal fury) or unarmed strike +20/+15/+10 (1d4+15)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (21 rounds/day), rage powers (animal fury, scent, strength surge +8, superstition +4)
Tactics
Base Statistics When not raging, the glutton's statistics are AC 22, touch 12, flat-footed 20; hp 131; Fort +14, Will +7; Melee +1 greataxe +19/+14/+9 (3d6+13/×3), bite +13 (1d8+12 plus animal fury) or unarmed strike +18/+13/+8 (1d4+12); Str 26, Con 17; CMB +20, CMD 33.
Statistics
Str 30, Dex 15, Con 21, Int 4, Wis 12, Cha 7
Base Atk +11; CMB +22 (+26 grapple); CMD 33 (35 vs. grapple)
Feats Gluttonous Gobbler*, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Iron Will, Toughness
Skills Perception +14, Survival +6
Languages Giant
SQ fast movement
Combat Gear potions of cure moderate wounds (3), potion of neutralize poison, shirt of immolation; Other Gear +1 chain shirt, +1 greataxe, belt of incredible dexterity +2, campfire bead, cloak of resistance +1, ring of protection +1, 60 gp
Ogre mancatchers and gluttons are welcome at all campfires for their amazing wrestling ability, funny stories, delicious baby jam, and skill at catching tasty humans. When one visits, she is offered first pick of food and mates.
Ogre hunters love to track, stalk, terrorize, and torture their prey for as long as their prey can endure it.
Ogre Hunter CR 9
XP 6,400
Ogre ranger 6
CE Large humanoid (giant)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +13
Defense
AC 22, touch 11, flat-footed 21 (+6 armor, +1 deflection, +1 Dex, +5 natural, –1 size)
hp 81 (10 HD; 4d8+6d10+30)
Fort +13, Ref +10, Will +6
Offense
Speed 30 ft.
Melee mwk greatsword +18/+13 (3d6+12/19–20)
Ranged mwk composite shortbow +10/+5 (1d8+8/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks combat style (two-handed weapon), favored enemy (animals +2, humans +4)
Tactics
During Combat The hunter prefers to charge into melee to make use of his rhino hide charge bonus. If he has an advantage in the battle, he uses nonlethal attacks to capture prey alive, because live captives are more fun for him and his family. He sets his wolf companion on any spellcasters who are bothering him. If he thinks he might be slain, he mercilessly carves through his foes, focusing on killing any humans first.
Statistics
Str 26, Dex 12, Con 17, Int 8, Wis 10, Cha 5
Base Atk +9; CMB +18; CMD 30
Feats Cleave, Endurance, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (greatsword)
Skills Climb +15, Handle Animal +5, Intimidate +5, Perception +13, Stealth +9, Survival +8
Languages Giant
SQ favored terrain (forest +2), hunter's bond (wolf animal companion), track +3, wild empathy +3
Combat Gear potion of cure moderate wounds ; Other Gear rhino hide, mwk composite shortbow with 20 arrows, mwk greatsword, cloak of resistance +1, ring of protection +1, 60 gp
Wolf Companion CR —
XP —
N Medium animal
Init +4; Senses low-light vision, scent; Perception +8
Defense
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +2
Defensive Abilities evasion
Offense
Speed 50 ft.
Melee bite +5 (1d6+3 plus trip)
Statistics
Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +8, Survival +3
SQ tricks (attack, come, defend, fetch, guard, heel, stay, track)
A common practice among depraved ogre hunters who catch humanoid prey is to sever the victim's hand, foot, or entire limb, cauterize the wound, and then force the creature to watch while the ogre or his hungry wolf companion devours the amputated body part; when the captive has no limbs left, it's kicked around like a toy and finally roasted on a spit.
Ogre destroyers are chosen by the powers of chaos and evil to walk the world on a dark quest to break, maim, eat, torture, and kill everything beautiful, peaceful, or pure.
Ogre Destroyer CR 10
XP 9,600
Ogre antipaladin 7
CE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
Aura cowardice (10 ft.)
Defense
AC 24, touch 10, flat-footed 24 (+9 armor, +1 deflection, +5 natural, –1 size)
hp 107 (11 HD; 4d8+7d10+51)
Fort +16, Ref +6, Will +10
Immune disease
Offense
Speed 30 ft.
Melee +1 greatsword +18/+13 (3d6+11/17–20)
Ranged javelin +9/+4 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks channel negative energy (DC 15, 4d6), smite good 3/day (+2 attack and AC, +7 damage)
Antipaladin Spell-Like Abilities (CL 7th; concentration +9)
At will—detect good
Antipaladin Spells Prepared (CL 4th; concentration +6)
2nd—silence (DC 14)
1st—death knell (DC 13), litany of weakness
Statistics
Str 25, Dex 10, Con 19, Int 6, Wis 8, Cha 14
Base Atk +10; CMB +18; CMD 29
Feats Improved Critical (greatsword), Improved Initiative, Iron Will, Power Attack, Vital Strike, Weapon Focus (greatsword)
Skills Intimidate +10, Perception +5
Languages Giant
SQ cruelties (fatigued, staggered), fiendish boon (fiendish rhinoceros servant), touch of corruption 5/day (3d6)
Combat Gear potions of cure light wounds (2), potion of cure moderate wounds, potion of fly ; Other Gear mwk full plate, +1 greatsword, javelins (3), belt of mighty constitution +2, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, 196 gp
Fiendish Rhinoceros Companion CR —
XP —
N Large animal
Init +0; Senses darkvision 60 ft., scent; Perception +12
Defense
AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
DR 5/good; Resist cold 10, fire 10; SR 10
hp 42 (5d8+20)
Fort +10, Ref +4, Will +2
Offense
Speed 40 ft.
Melee gore +8 (2d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 4d6+12), smite good 1/day as a swift action (+0 attack, +5 damage)
Statistics
Str 22, Dex 10, Con 19, Int 2, Wis 13, Cha 5
Base Atk +3; CMB +10; CMD 20 (24 vs. trip)
Feats Endurance, Great Fortitude, Skill Focus (Perception)
Skills Perception +12
An ogre destroyer is profane, disgusting, and filled with rage; nothing is safe from his murderous and hateful urges. He indulges every whim, revels in the powers granted by his dark patrons, and lives utterly free of all civilized restraint. He represents what people think of when they hear the word "antipaladin."
Few ogres live long enough to amass great power—which makes an army commanded by a powerful ogre king or queen a terrifying force to behold.
Ogre King CR 13
XP 25,600
Ogre oracle 12
CE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +17
Defense
AC 28, touch 10, flat-footed 28 (+12 armor, +1 deflection, +6 natural, –1 size)
hp 180 (16d8+108)
Fort +14, Ref +8, Will +11
DR 10/adamantine (120 hit points); Immune fatigue
Offense
Speed 30 ft.
Melee +1 falchion +22/+17/+12 (2d6+12/15–20)
Space 10 ft.; Reach 10 ft.
Oracle Spells Known (CL 12th; concentration +15)
6th (3/day)—mass bull's strength, mass inflict moderate wounds, summon monster VI
5th (5/day)—breath of life, mass inflict light wounds, righteous might, wall of stone (DC 18)
4th (6/day)—air walk, cure critical wounds, greater magic weapon, inflict critical wounds, wall of fire
3rd (7/day)—cure serious wounds, dispel magic, inflict serious wounds, magic vestment, prayer
2nd (7/day)—aid, bull's strength, cure moderate wounds, fog cloud, grace, inflict moderate wounds, resist energy
1st (7/day)—cure light wounds, divine favor, enlarge person (DC 14), entropic shield, inflict light wounds, obscuring mist, protection from good
0 (at will)—bleed (DC 13), create water, detect magic, guidance, mending, purify food and drink, spark, stabilize, virtue
Mystery battle
Tactics
Before Combat The ogre king casts greater magic weapon and magic vestment on his weapon and armor respectively, and activates his iron skin revelation.
During Combat The ogre king relies on buffing spells, his quickened spells, and his combat healing to bolster his combat abilities and keep himself in prime shape. If faced with archers or spellcasters, he casts wall of stone or quickened obscuring mist to prevent anyone from obtaining line of sight while he engages melee combatants.
Base Statistics Without the benefits of greater magic weapon, iron skin, and magic vestment, the ogre kings statistics are AC 25, no damage reduction; Melee +1 falchion +20/+15/+10 (2d6+10/15–20).
Statistics
Str 23, Dex 10, Con 21, Int 6, Wis 8, Cha 16
Base Atk +12; CMB +19; CMD 30
Feats Critical Focus, Extra Revelation (Combat Healer), Extra Revelation (Iron Skin), Greater Weapon Focus (falchion), Improved Critical (falchion), Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell, Toughness, Weapon Focus (falchion)
Skills Intimidate +16, Perception +17, Spellcraft +4
Languages Giant
SQ oracle's curse (lame), revelations (battlefield clarity 2/day, combat healer 2/day, iron skin 1/day, skill at arms, surprising charge 2/day, weapon mastery)
Combat Gear boots of speed ; Other Gear mwk full plate, +1 falchion, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, jewelry and gems (worth 5,000 gp in total), 775 gp
This leathery creature has a lanky, ogre-like shape, but walks on all fours. Its claws, teeth, tail, and gait give it a degenerate, bestial appearance.
Troggle CR 4
XP 1,200
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +6
Defense
AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, –1 size)
hp 32 (5d8+10); regeneration 5 (acid or fire)
Fort +6, Ref +2, Will +3
Offense
Speed 40 ft.
Melee bite +7 (1d6+5 plus trip), 2 claws +7 (1d4+5)
Space 10 ft.; Reach 10 ft.
Statistics
Str 20, Dex 13, Con 14, Int 5, Wis 10, Cha 5
Base Atk +3; CMB +9; CMD 20 (24 vs. trip)
Feats Combat Reflexes, Iron Will, Night Stalker*, Skill Focus (Stealth)
Skills Climb +9, Perception +6, Stealth +1 (+5 in dim light or darkness); Racial Modifiers +4 Stealth in dim light or darkness
Languages Giant
SQ ogre blood
Ecology
Environment cold hills and mountains
Organization solitary, pair, or gang (3–4)
Treasure half
Special Abilities
Ogre Blood (Ex) Troggles count as ogres for the purpose of any effects related to race.
These dim-witted creatures are a mongrel cross between a troll and an ogre, combining the worst features of each. They usually act like animals and move on all fours, but can rear up on their hind legs to attack with their sharp claws and vicious bites. Some ogres keep them as pets, treating them as exceptionally stupid but hilarious kinfolk. Trolls usually kill troggles on sight, and have been known to band together to wipe out entire ogre clans that possess troggles.
This troggle wears filthy studded leather armor and a dog collar, and carries a powerful bow on its back.
Troggle Raider CR 6
XP 2,400
Troggle ranger 2
CE Large humanoid (giant)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
Defense
AC 21, touch 12, flat-footed 18 (+4 armor, +3 Dex, +5 natural, –1 size)
hp 54 (7 HD; 5d8+2d10+21); regeneration 5 (acid or fire)
Fort +10, Ref +7, Will +3
Offense
Speed 45 ft.
Melee bite +11 (1d6+7 plus trip), 2 claws +12 (1d4+7)
Ranged composite shortbow +7 (1d8+7/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks combat style (natural weapon), favored enemy (humans +2)
Statistics
Str 24, Dex 17, Con 16, Int 7, Wis 10, Cha 3
Base Atk +5; CMB +13; CMD 26 (30 vs. trip)
Feats Combat Reflexes, Fleet, Iron Will, Night Stalker*, Skill Focus (Stealth), Weapon Focus (claws)
Skills Climb +12, Perception +8, Stealth +10 (+14 in dim light or darkness), Survival +6
Languages Giant
SQ ogre blood, track +1, wild empathy –2
Gear +1 studded leather, composite shortbow with 20 arrows, amulet of mighty fists +1, 49 gp
Some troggles exhibit natural skill for hunting and tracking, and their ogre masters take advantage of these talents to create fast, deadly pets that excel at finding and killing humans for the stewpot.
Ogres are prolific and can be found in nearly any environment in search of food, fun distractions, or a place to settle down for awhile—much to the dismay of neighboring races.
This encounter could be a priestess and a small group of followers could be on a pilgrimage, or a small family group led by an ogre cleric, following a vision.
Ogre Priestess CR 4
XP 1,200
hp 51 (page 154)
Ogres (3) CR 3
XP 800 each
hp 30 each
These savagely efficient teams stalk and kill both animals and two-legged prey. Adventurers are likely to encounter them taking down a large prey animal, preying on a small village to capture humans, or tearing apart a poorly defended caravan.
Ogre Hunter CR 9
XP 6,400
hp 81
Troggle Raider CR 6
XP 2,400
hp 54
Wolf Companion CR —
XP —
hp 19
When times are lean, multiple ogre clans gather together to utterly destroy a village—or even a small town. The villagers and their livestock fill the larders of these impromptu armies, which often devolve into internal conflict over the spoils.
Ogre Boss CR 7
XP 3,200
hp 76
Ogre Mancatcher CR 8
XP 4,800
hp 86
Ogres (6) CR 3
XP 800 each
hp 30 each
This ogre band kills not just for food, but also for the sheer pleasure of destruction.
Fiendish Rhinoceros Companion CR —
XP —
hp 42
Ogre Destroyer CR 10
XP 9,600
hp 107
Ogre Mancatchers (3) CR 8
XP 4,800 each
hp 86 each