Ogre Thinker (5e Creature)

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Ogre Thinker

Large giant, lawful evil


Armor Class 18 (chain mail, shield)
Hit Points 68 (8d10 + 24)
Speed 40 ft.


STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 14 (+2) 13 (+1) 12 (+1)

Senses darkvision 60 ft., passive Perception 11
Languages Common, Giant
Challenge 3 (700 XP)


Keen Sight. The ogre has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The ogre makes two melee attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used in two hands.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.


Despite the name, ogre thinkers are only distantly related to true ogres, and it is likely that no ogre could ever become as intelligent as an ogre thinker. Ogre thinkers look very similar to true ogres, but an ogre thinker has larger eyes and is somewhat slimmer. Ogre thinkers value wealth and bathe regularly. They dress in fine clothes and often wear jewels.

Giant Scholars. Most ogre thinkers can be found in orderly tribes among their own kind, but some join tribes of other giants, usually hill giants or ogres. An ogre thinker in another tribe of giants is almost universally the most intelligent in the group, and ogre thinkers often give themselves roles that make use of their intelligence. An ogre thinker might advise a fire giant general, but in a hill giant tribe or mob of ogres, an ogre thinker is often the group's sole tactician.
Many think that ogre thinkers are weak because they are intellectuals, but they have a strong martial tradition and often train in the wizardly arts, so the fool that makes this mistake rarely lives long enough to make it again.

Variant: Ogre Sage

Ogre thinkers that make use of arcane magic often refer to themselves as ogre sages. An ogre sage has a CR of 3 (700 XP) and the following trait:
Spellcasting. The ogre is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The ogre has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (2 slots): counterspell, fly


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