Ogrillon

This ugly brute appears to be a mix of ogre and perhaps orc. Its skin is covered in closely fitting bony plates and nodes akin to an alligator. Its hair is greasy, ragged, and generally unkempt. It exudes a strong sour odor from its body.
 

Ogrillon (CR 1)

Medium Humanoid (Ogrillon)
Alignment: Chaotic Evil
Initiative: +0
Senses: Darkvision 60 feet; Perception +0
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 14, touch 10, flat-footed 14 (+4 natural)
Hit Points: 13 (2d8+4)
Saving Throws: Fort +5, Ref +0, Will -1
 

Offense

Melee: unarmed strike +6 (1d4+4)
Reach: 5 feet
  Special Attacks: reinforced fists
 

Statistics

StrDexConIntWisCha
19 (+4) 10 (+0) 14 (+2) 7 (-2) 8 (-1) 8 (-1)
Base Attack Bonus: +1
CMB +5
CMD 15
  Feats: Weapon Focus (Unarmed Strike)
  Skills: Climb +8, Perception +0
  Languages: Giant
  Special Qualities: orc/ogre blood

 

Special Abilities

Orc/Ogre Blood (Ex)

For all special abilities and effects, an ogrillon is considered an orc or ogre. For example, ogrillons can use special ogre or orc weapons or magic items with racially specific ogre or orc powers as if they were ogres or orcs.

Reinforced Fists (Ex)

Ogrillons are considered to be armed even when unarmed (i.e., they do not provoke attacks of opportunity from armed opponents when attacking them and can themselves still make an attack of opportunity against an opponent that attacks unarmed). Additionally, they always deal lethal damage rather than nonlethal damage when fighting unarmed.
 

Ecology

Environment: Any Land or Underground
Organization: solitary, gang (2-5), tribe (5-30 plus 1 4th-level sergeant per 10 adults and 1 leader of 5th-7th level), or warband (3-8 plus 10-24 orcs)
Treasure: standard

  Ogrillons love nothing more than combat. They are a race so ingrained to fight that they seem almost depressed and dejected when they are not involved in combat. An Ogrillon finds no greater joy than the bloodlust of combat, and most of their culture revolves around war.

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