Ogrekin
Its body twisted and deformed, this lumbering giant has tiny eyes and a mouth of jagged teeth presented in a furious roar.
Ogrekin (CR 2)
Ogrekin Fighter 2Medium Humanoid (Giant)
Alignment: Chaotic Evil
Initiative: +5
Senses: Low-Light Vision; Perception +1
Speed: 30 feet
Space: 5 feet
Defense
Armor Class: 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)Hit Points: 25 (2d10+10)
Saving Throws: Fort +7, Ref +1, Will +1
bravery +1
Offense
Melee: shortspear +7 (1d6+5), bite +2 (1d4+2)Reach: 5 feet
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
21 (+5) | 13 (+1) | 18 (+4) | 8 (-1) | 12 (+1) | 6 (-2) |
CMB +7
CMD 18
Feats: Cleave, Improved Initiative, Iron Will
Skills: Climb +10, Swim +10
Languages: Giant
Special Qualities: deformities (oversized maw, weak mind)
Special Abilities
NONEEcology
Environment: AnyOrganization: solitary or family (2-6)
Treasure: NPC gear (spear, other treasure)
The result of an unfortunate union between an ogre and a humanoid, the ogrekin (or half-ogre) is cursed with horrific malformations due to its tragic ancestry. Shunned by both parents, ogrekin tend to form unstable clans of their own, often resorting to inbreeding to sustain the collective. While good-natured ogrekin are not entirely unheard of, they are far and few between.
Creating an Ogrekin \"Ogrekin\" is an inherited template that can be added to any Medium humanoid (referred to hereafter as the base creature). An ogrekin retains all the base creature's statistics and special abilities except as noted here.
CR: Same as base creature +1 (minimum 2). Alignment: Usually evil. Type: The creature's subtype changes to giant. Armor Class: Natural armor improves by +3. Ability Scores: Str +6, Con +4, Int -2, Cha -2.
Special Qualities and Defenses: An ogrekin gains lowlight vision. In addition, ogrekin receive two random deformities—one beneficial and one disadvantageous.
Beneficial Deformities: The ogrekin gains one of these, chosen randomly. 1: Oversized Limb: The ogrekin can wield weapons one size category larger than normal without any penalty and gains a +2 bonus to its Strength. 2: Oversized Maw: The ogrekin gains a bite attack (1d4). 3: Quick Metabolism: The ogrekin gains a +2 racial bonus on Fortitude saves. 4: Thick Skin: Improve natural armor bonus by +2. 5: Vestigial Limb: Vestigial third arm (can't be used to use items) grants a +4 racial bonus on grapple checks. 6: Vestigial Twin: A malformed twin's head juts out from the ogrekin, providing the ogrekin with all-around vision.
Disadvantageous Deformities: The ogrekin gains one of these, chosen randomly. 1: Deformed Hand: One hand can't wield weapons; -2 penalty on attack rolls with two-handed weapons. 2: Fragile: The ogrekin is particularly frail and gaunt. It loses its +4 racial bonus to Con. 3: Light Sensitive: The ogrekin gains light sensitivity. 4: Obese: The ogrekin takes a -2 penalty to Dexterity (minimum score of 1). 5: Stunted Legs: The ogrekin's base speed is reduced by 10 feet (minimum base speed of 5 feet). 6: Weak Mind: The ogrekin's head is huge and misshapen. It gains a -2 penalty on Will saving throws.
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