Forest Ogre (5e Creature)
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Forest Ogre[edit]
Huge giant, typically chaotic evil Armor Class 16 (natural armor)
Saving Throws Str +12, Con +11 Bear Hug. The ogre has advantage on Strength (Athletics) checks made to initiate a grapple. Hollow Bones. The ogre cannot sink in water naturally and must make a DC 24 (Athletics) check to attempt to submerge. Homonculi Nature. The ogre is considered both a Giant and Monstrosity. Keen Smell. The ogre has advantage on Wisdom (Perception) checks that rely on smell. Relentless (Recharges after a Short or Long Rest). If the ogre takes 12 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Thick Skin If a melee attack deals less than 10 damage to the ogre, the damage is reduced to 5 ACTIONSMultiattack. The ogre makes three claw attacks. It may substitute two claw attacks for one slam attack, but can't make use them against the same target. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 6) slashing damage. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 6) bludgeoning damage. REACTIONSUnbridled Fury. In response to being hit by a melee attack, the ogre can make one melee weapon attack with advantage against the attacker. |
Arvelith ogres, or forest giants, have the obvious inclusions of hukolgur sloths in their genetic make up, though they still retain the titanosaur base so they are surprisingly lightweight and nimble despite their size and enormous torsos. These sloth men are among the many threats that Qajarith loggers face in the Arvelith mainland, as Kaimerans have proven themselves a threat and they are not picky eaters meaning they won't turn from gorging on the lumbermen after trashing the camp. While they mostly bulk feed on plants like the other giants, Arvelith ogres are the most predatory though they get most of their meat from scavenging and easy to take down game. It just so happens that humans qualify as easy game, much to the dismay to Qajarith loggers and native Arvelith. A few industrious loggers have actually managed to work out a relationship with these ogres, giving them tons of beer in exchange for labor, but it is rare for an ogre to maintain this relationship long term. Mercenary guards are usually reliable deterrents, but these ogres are much more intelligent than they may look and exponentially more dexterous, so sneaking around a guard and making off with a few loggers in the night is a reliable strategy. Though the smallest of common ogres, in terms of raw physical strength they are uncontested well recorded to lay waste to mercenary bands. Even so however, they are vulnerable to megaraptoran attack and firebacks have been known to take them down, perhaps mistaking them for hukolgur sows. By far the greatest threat to the ogres of Arvel however is the hukolgur itself: in addition to being substantially larger than the ogres, the ogre's posture resembles the hukolgur threat stance and their scents smelling of hukolgur while resembling a human is incongruous and confusing to the sloth. This confusion aggitates them and hukolgur are well known to target ogres trashing a camp. |
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