Ogre
In small numbers, ogres fight as unorganized individuals, but groups of 11 or more will have a leader, and groups of 16 or more usually include two leaders and a chieftain. Ogres wielding weapons get a Strength bonus of +2 to hit; leaders have +3, chieftains have +4. Females fight as males but score only 2d4 points of damage and have a maximum of only 6 hit points per die. Young ogres fight as goblins.
Standard Abilities:
Ogre
Climate/Terrain:
Alignment: CE
Organization: Tribe
Activity Cycle: Any
Treasure: M (Q, B, S)
Diet: Carnivore
XP Value: 270
Mvmt: 9
Morale: Steady (11-12)
Spoken Languages and Dialects |
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Base THAC0: 17
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Armor Class5 |
Magic Resistance: Nil Armor Notes: |
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Attack Forms
Martial Art Style(s):Spells and Psionics:
Disciplines: | mTHACO | mACCampaign Notes:
Associates:
NPCs, followers, pets, mounts, etc.Basic Information
Ecology and Habitats
Ogres often make their lairs in thinly settled borderlands - places where they can find homesteads to pillage and travelers to waylay, but wild enough to discourage pursuit. They favor desolate hills and dark forests. Left to their own devices, ogres live in small hunter-gatherer bands that separate or move on when they use up the easily available food sources of an area. They prefer pillage and theft to actual hunting or gathering.
Dietary Needs and Habits
Ogres consistently plague mankind, lusting for gold, gems, and jewelry as well as human flesh. They are evil-natured creatures that join with other monsters to prey on the weak and favor overwhelming odds to a fair fight. Ogres make no crafts nor labor.
Ogres are lazy and surly creatures, but powerful masters sometimes put them to work as menial laborers. The brightest ogres sometimes seek out work as mercenaries, and might accumulate arms and armor far better than those of the typical ogre. They like big weapons that make good use of their size and strength - greataxes, morningstars, or heavy flails.
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