Medium humanoid, chaotic evil
Armor Class: 16 (Natural Armour)
Hit Points: 148 (12D12+52)
Speed:
40 ft
Saving Throws: Strength +10, Constitution +9
Skills: Animal Handling +5, Arcana +4, Athletics +10, Intimidation +5, Investigation +4, Nature +4, Perception +5, Survival +5
Damage Resistances: Bludgeoning, Piercing, and Slashing (when raging)
Senses: Darkvision 60ft., Passive Perception 15
Languages: Common, Giant, Ignan and Orcish.
Challenge Rating: 12
Proficiency Bonus: +5
Special Equipment. Ogog wears an Insignia of Claws and carries a Maul of Fear.
Bestial Soul. Ogog's Bite, Claw and Tail attacks count as magical. In addition, When he finishes a short of long rest, Ogog gains on of the following benefits until he finishes a short or long rest:
- Swimming. Ogog gains a 40ft. swim speed and can breather underwater.
- Climbing. Ogog gains a 40ft. climb speed and an climb difficult surfaces, including on ceilings without needing to make an ability check.
- Jumping. Ogog makes a Strength (Athletics) check when jumping and adds the result to the distance. he can do this once per turn.
Brutal Critical. Ogog adds two additional damage dice when rolling damage for a critical hit.
Danger Sense. Ogog has advantage on Dexterity saving throws against effects that he can see, when not blinded, deafened, or incapacitated.
Feral Instinct. Ogog has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn't incapacitated, he can act normally on his first turn, but only if he enters a rage before doing anything else on that turn.
Relentless Rage. If Ogog drops to 0 hit points while raging and doesn't die outright, he can make a DC 10 Constitution saving throw. If he succeeds, you drop to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.
Actions
Multiattack. Ogog makes two attacks with either his Bite, Tail, Maul of Fear, or Javelin (he carries 10 javelins), or three attacks with his Claws. When he does, he can choose to apply either of the following effects:
- Reckless Attack. When Ogog makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on the melee weapon attack, but attack rolls against him have advantage until his next turn.
- Infectious Fury (4/Day). When Ogog hits a creature with a Bite, Claw or Tail attack, the target must succeed on a DC 17 Wisdom saving throw or either: use its reaction to make a melee attack against another creature it can see of Ogog's choice, or take 2D12 psychic damage.
Bite (Raging Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1D8+9 piercing damage, and, once per turn, if Ogog is below 74 hit points, he regains 5 hit points.
Claws (Raging Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1D6+9 slashing damage.
Tail (Raging Only). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 1D8+9 piercing damage.
Maul of Fear (3 Charges/Day). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2D6+5 bludgeoning damage, plus 3 bludgeoning damage if raging, and he may expend one charge. If he does, the target must succeed a DC 15 Wisdom saving throw. On a failure the target is frightened of Ogog for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Javelin. Melee or Ranged Weapon Attack: +10 to hit, reach 5ft., or 30/120 ft., one target. Hit: 1D6+5 piercing damage, plus 3 piercing damage if raging, or 1D6+5 piercing damage.
Bonus Actions
Rage (5/Day). Ogog becomes imbued with primal ferocity for 1 minute. While raging, he gains following benefits:
- He has advantage on Strength checks and Strength saving throws.
- When he makes an attack with his Maul of Fear, he gains a +3 bonus to the damage roll (already applied).
- He has resistance to bludgeoning, piercing, and slashing damage (already applied).
Additionally, Ogog can move 20 feet as part of this bonus action, and he chooses either Bite, Claws or Tail. He gains the actions associated with this choice until his rage ends. His rage ends early if he is knocked unconscious or if he ends his turn without attacking a hostile creature or taking damage. He can also end your rage on his turn as a bonus action.
Reactions
Tail (Raging Only). When Ogog is hit by an attack made within 10 ft., if he can see the attacker, he may add 1D8 to his AC for that attack, potentially causing the attack to miss.
Comments