Ogre
Ogre, CR 2
STR
18
+4
DEX
8
-1
CON
17
+3
INT
5
-2
WIS
6
-2
CHA
6
-2
Actions
Greatclub. Melee Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 13 ( 2d8+4 ) Bludgeoning Damage. Javelin. Melee or Ranged Attack: 1d20+6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 ( 2d6+4 ) Piercing Damage.
Legendary Actions
The ogre can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The ogre regains spent epic actions at the start of its turn. Greatclub or Javelin. The ogre makes a greatclub or javelin attack. Great Leap (Costs 2 Actions). The ogre leaps up to 20 feet and makes a greatclub attack against one target within reach. This movement does not provoke opportunity attacks. Whirlwind Attack (Costs 3 Actions). The ogre makes a greatclub attack against all creatures and objects within reach.
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