Ogre


 

Ogre, CR 2

Large humanoid / giant, chaotic evil
Armor Class 11 (hide armor)
Hit Points 59 ( 7d10+21 )
Spell Points
Speed 40ft

STR

18
+4

DEX

8
-1

CON

17
+3

INT

5
-2

WIS

6
-2

CHA

6
-2

Proficiency Bonus 2
Senses Darkvision 60 ft., Passive Perception 6
Languages Common, Orcish

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.



 
 

Comments

Please Login in order to comment!