Half-ogre
This being resembles a somewhat ugly human with dark toned skin and matted dark hair. It wears tattered skins over a suit of hide armor.
Half-ogre (CR 1)
Medium Humanoid (Giant)Alignment: Chaotic Evil
Initiative: +0
Senses: Darkvision 60 feet; Perception +0
Speed: 20 feet, 30 feet base
Space: 5 feet
Defense
Armor Class: 15, touch 10, flat-footed 15 (+3 armor, +2 natural)Hit Points: 13 (2d8+4)
Saving Throws: Fort +5, Ref +0, Will +0
Offense
Melee: greatsword +5 (2d6+4/19-20), longspear +4 (1d8+4/x3)Reach: 5 feet (10 feet with longspear)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
17 (+3) | 10 (+0) | 14 (+2) | 9 (-1) | 10 (+0) | 9 (-1) |
CMB +4
CMD 14
Feats: Weapon Focus (Greatsword)
Skills: Climb +8
Languages: Common
Special Qualities: ogre blood
Special Abilities
Ogre Blood (Ex)
For all special abilities and effects, a half-ogre is considered an ogre.Ecology
Environment: Temperate Hills or MountainsOrganization: solitary, pair, gang (2-4), or band (5-8)
Treasure: standard
Half-ogres are rare crossbreeds of human and ogre. Standing a few feet shorter than their ogre kin and a few feet taller than their human kin, half-ogres have strength as well as speed and intelligence (relative to other ogres) in their favor. Their skin and hair color generally match that of their ogre parent, with dark tones such as gray, brown, or olive being the most prevalent. Half-ogres speak Common. Those with an Intelligence score of at least 10 also speak Giant. A half-ogre's usual weapon of choice is a greatsword or a longspear. They sometimes employ longswords and large wooden shields.
Half-Ogre Society
Half-ogres, though generally outcasts among humans and feared for their ugliness and size, can find some acceptance among ogres. Half-ogres in an ogre band need to prove themselves constantly to their larger kin, however. For this reason, half-ogres found among an ogre band are cruel, violent, and strong; weaker half-ogres usually wind up in the stew pot. Most half-ogres found among full-blooded ogres are leaders of the ogre band or are at least well on their way to becoming leaders. Their long years suffering the harsh treatment of their kin help half-ogres develop a sense of cunning and a strong will to survive. Therefore, ogres under the leadership of a half-ogre fight more effectively, even engaging in planned ambushes and complicated tactics that are beyond most ogres.
On rare occasions, half-ogres collect into hybrid communities of other half-ogre races (such as orogs and ogrillons) or humanoids (such as orcs and half-orcs). These rogue bands of outcasts form bandit clans or marauding groups that are the bane of other humanoid communities in their area.
Half-ogre Characters
Half-ogres possess racial Hit Dice and may have class levels. Half-ogres have the following racial traits. +6 Strength, +4 Constitution, -2 Intelligence, -2 Charisma. Half-ogres are fierce warriors, but weak-minded.
Darkvision: Half-ogres can see in the dark up to 60 feet.
Racial Hit Dice: A half-ogre begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
Racial Skills: A half-ogre's humanoid levels give it skill points equal to 2 x (2 + Int modifier).
Racial Feats: A half-ogre's humanoid levels give it one feat.
AC: +2 natural armor bonus.
Weapon proficiency: A half-ogre is proficient with the greatsword and all simple weapons.
Special Qualities: Ogre blood (see above).
Languages: Half-ogres begin play speaking Common and can also speak Giant if they have an Intelligence of at least 10. Half-ogres with high Intelligence scores can choose from the following languages: Orc, Goblin, Troll.
Credit
The Half-Ogre originally appeared in Dragon #29 (© TSR/Wizards of the Coast, 1979) and is used by permission.
Copyright Notice
Authors Scott Greene and Erica Balsley, based on original material by Gary Gygax.
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