3e SRD:Ogre Mage

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This material is published under the OGL 1.0a.

Ogre Mage[edit]

Size/Type: Large Giant
Hit Dice: 5d8+15 (37 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft., fly 40 ft. (good)
AC: 18 (-1 size, +5 natural, +4 hide)
Attacks: Huge greatsword +7 melee; or Huge longbow +2 ranged
Damage: Huge greatsword 2d8+7; or Huge longbow 2d6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Regeneration 2, SR 18
Saves: Fort +7, Ref +1, Will +3
Abilities: Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17
Skills: Concentration +6, Listen +5, Spellcraft +4, Spot +5
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or troupe (1-2 plus 2-4 ogres)
Challenge Rating: 8
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class

Ogre mages speak Giant and Common.

Combat

Spell-Like Abilities: At will- darkness and invisibility; 1/day-charm person, cone of cold, gaseous form, polymorph self, and sleep. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level).

Flight (Su): An ogre mage can cease or resume flight as a free action. While in gaseous form it can fly at normal speed and has perfect maneuverability.

Regeneration (Ex): Ogre mages take normal damage from fire and acid. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or other vital organ is severed, it must be reattached within 10 minutes or the creature dies. Ogre mages cannot regrow lost body parts.



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