Ogre Maneater (5e Creature)

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Ogre Maneater[edit]

Large giant, chaotic neutral


Armor Class 14 (chain shirt, anchor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.


STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 12 (+1)

Saving Throws Con +5, Wis +3
Skills Athletics +8, Intimidation +5, Survival +3
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 11
Languages Common, Giant
Challenge 3 (700 XP)


Been There, Done That. The ogre has two of the following traits, determined using a d6 (reroll duplicates):
1. Stubborn. The ogre has advantage on saving throws against spells and magical effects that would affect its mind.
2. Poisoned Attacks. The ogre's weapon attacks deal an extra 5 (2d4) poison damage.
3. Sniper. The ogre has advantage on ranged weapon attack rolls.
4. Strider. Moving through nonmagical difficult terrain costs the ogre no extra movement.
5. Scout. The ogre has advantage on Wisdom (Perception) checks that rely on sight and hearing.
6. Rampage. When the ogre reduces a creature to 0 hit points with a melee attack on its turn, the ogre can take a bonus action to move up to half its speed and make a melee attack.

Ogre Charge. When the ogre uses its action to Dash, it can use a bonus action to make one melee weapon attack or to shove a creature. If the ogre moves at least 20 feet in a straight line immediately before taking this bonus action, it either gains a +10 bonus to the attack’s damage roll or pushes the target up to 10 feet away from it.

ACTIONS

Anchor. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.

Ogre Pistol. Ranged Weapon Attack: +2 to hit, range 30/90 ft., one target. Hit: 6 (1d12) piercing damage.


Maneaters are ogres who travel around the world working as swashbuckling mercenaries and pirates for the highest bidder.

Ogres for Hire. Travelling mercenaries beyond peer, Maneaters have spent decades accruing scars, tall tales, wealth, exotic wargear, traits and skills before heading back to their homeland. Maneaters have fought throughout the realms and beyond and many races of both good, neutral and evil alignments attempt to recruit such big and fearsome warriors into their armies, promising food, gold or whatever else the ogres want in return for their services. It is the pay that matters, not the foe, although with some contracts maneaters are awarded fallen enemies to eat, so in those cases the enemy may matter. Ogres will eat anything, but they have preferences.

4.00
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