Ogre Missionary (5e Creature)

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Ogre Missionary[edit]

Large giant, chaotic evil


Armor Class 11 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.


STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 6 (-2) 12 (+1) 8 (-1)

Skills Religion +0
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 11
Languages Common, Giant
Challenge 2 (450 XP)


Spellcasting. The ogre is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The ogre has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): healing word, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon

ACTIONS

Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.


Most ogres are belligerent brutes, but some find the light of faith, perhaps after witnessing a cleric or paladin in battle. Ogres are most often drawn to the worship of gods of strength and battle, though one could be devoted to any god. Their newfound religion does little to quell their tempers, however, so these ogres don't act all that differently from other ogres. Many take to life as wandering missionaries and spread their faith to all they come across, though their converts aren't always willing.
These ogres don't necessarily understand the complexities of their gods' tenets and may act contrarily to their deity's wishes, especially those who profess belief in good gods. An adventurer who shares the ogre's faith may set out to find this wayward minister to sort out any misconceptions in the ogre's creed and remedy any blemishes upon the reputation of their church.

5.00
(one vote)

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