Elvick

Elvick

One of the greatest warriors in Outrag, Elvick has served his King with utmost loyalty. When the barrier that sealed the Ogres in he was the first one to leave the mountain.

Mental characteristics

Personal history

When Elvick was born it was clear he would be destined to be a fighter. While many ogre children are born with one or two small crystals of magic embedded in their skin; Elvick was born with an astounding five. The historians and mages of the community believed this was only slightly less than the Ogre King himself was born with.

Employment

After reaching the age of maturity for an ogre, 20 years old, Elvick began to train as a warrior. This was a compulsory service that all Ogres learned in Outrag. After the first year of training the Ogres of his troop help a tournament of duels. Most of the other members of the troop challenged their brethren or some of the other soldiers serving in the Guard. Elvick challenged the Ogre King.   The Duel occurred, and it was apparent to all watching that the Ogre King was toying with the young warrior. Yet Elvick summoned the innate magic of his crystals and blasted the Ogre King, causing a minor wound. Seeing the potential in the Warrior, the king ended the duel without the customary result of death and promoted Elvick to a position as a lieutenant.   The Duke's responsibility was preparing the ogres and hobs for the coming wars when the seal on the mountain was finally released.

Social

Social Aptitude

Unlike many ogres, Elvick is not a schemer or manipulator; he prefers to be straightforward and blunt with his actions. That is one of the reasons he may have been elected to the Ogre Court; because the King knew that he could trust him.
Current Location
Species
Age
104
Date of Birth
23rd day of the Blue moon, 343 AM
Children
Pronouns
he/him
Sex
Male
Eyes
Left eye permanently shut; blue eyes.
Skin Tone/Pigmentation
dark green skin
Height
9'1
Weight
450 lbs
Aligned Organization

Ogre Duke CR: 7

Large ogre,
Armor Class: 20 (Plate +2)
Hit Points: 95 (10d10+40)
Speed: 30 ft

STR

18 +4

DEX

12 +1

CON

18 +4

INT

12 +1

WIS

8 -1

CHA

14 +2

Saving Throws: Str +7, Con +7
Skills: Athletics +7
Condition Immunities: Charmed
Senses: Darkvision 120 ft. Passive Perception +2
Challenge Rating: 7 ( 2,900 XP)
Proficiency Bonus: +3

The Ogre Duke’s innate spellcasting ability is Charisma (spell save DC 13). Ogre King can innately cast the following spells, requiring no material components:

At will: Detect Magic, Hold Person

1/day: Charm Person, Fear


Magic Resistance. The duke has advantage on all saving throws against magic or spell-like effects.

Actions

Multiattack. The Ogre Duke makes two trident attacks.   Trident. Melee Weapon Attack, +7 to hit, 5 ft. One target, 8 (1d8+4) piercing damage and the target must make a grapple check against the Ogre. On a failure, they are dragged into the ring of crystals on the ogre's stomach and they take 2d6 piercing damage. The Duke heals half that amount.   Energy Pulse (recharge 4,5,6). A wave of arcane energy in a line 30 ft by 5 feet shoots out of the crystals on the dukes chest. All creatures within that line must make a dexterity saving throw DC 14. On a failure they take 5d8 force damage and are knocked prone. On a success, they take half damage and are not knocked prone.

Bonus Actions

Hexed Aura (recharge 6). The Duke summons an aura in a circle 60 ft surrounding him. Any creature that starts its turn in the circle must make a Constitution Saving throw DC 16. On a success there is no effect. On a failure the creature can only take one action, or one bonus action, or one movement action. The aura lasts until the beginning of the duke's next turn.

The Duke of the Ogre Court wears heavy plate armor that protects every inch of his body. The only section that is not covered is his stomach, where a circle of crystal protrusions forms a figure akin to a mouth.   On his back are strapped two giant tridents.