Tribal Ogre
Tribal Ogre
Power Level: 925 | CR: 3 | Size Category: Large |
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Strength: 5 | Dexterity: 0 | Mind: 0 |
Fortitude: 6 | Reflex: 1 | Willpower: 1 |
Vitality: 120 | Life Points: 5 | |
Base Attack Bonus: 1 | Damage Reduction: 16 | |
Defense Bonus: -2 (Offensive Stance) | Parry Bonus: +3 | |
Combat Speed: 30 | Agility: 1 | Footwork: 1 |
Magic Reserve: 0 | Magic Potency: 0 | Magic Energy Threshold: 0 |
Awareness: +1 | Climb: 4 | Insight: +0 |
Jump: + 4 | Open Lock: 0 | Sleight of Hand: +0 |
Speech: +0 | Stealth: +0 | |
Attack 1 | Great Club Smash +3 to hit (+1 Offensive Stance) | 27 True Damage + 9 Damage |
Attack 2 | Power Attack | -1 to hit, +4 to damage for any two handed attack |
Attack 3 | Sling +1 to hit | 18 True Damage + 1d10 + 9 Damage |
GMs can use ogres as "mini-bosses" for their campaign or elite thugs. Their incredibly high true damage practically ignores armor and is high enough to cut through half of a PC's vitality if used with a power attack. Since their defense bonus is laughable already, ogres rely on pure offensive brutality to overwhelm their opponents. They remain in an offensive stance to maximize their hit chance and do not use power attack unless they have their opponent in a grapple. In addition, ogres will accept the Off Guard status effect to further reduce their defenses in return for an extra attack per round further increasing their massive damage output. In a way, tribal ogres are berserkers in every sense of the phrase. If forced into range combat, the ogre will pull out its sling and pummel their target from afar; however, their hit chance with it is not very good.
Children
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