Ogre Boss
In ogre society, might makes more than right—it makes the rules. The strongest or most violent ogre in a family (in most cases, this is the same ogre) is…
- AC
- 25
- HP
- 130
- Perc
- +12
- Fort
- +17
- Ref
- +12
- Will
- +15
- STR
- +7
- DEX
- +0
- CON
- +4
- INT
- +0
- WIS
- +1
- CHA
- +1
- ogre hook +19 1d10+11 piercing reach 10 ft
- javelin +12 1d6+11 piercing
- AC
- 25
- HP
- 130
- STR
- +7
- DEX
- +0
- CON
- +4
- INT
- +0
- WIS
- +1
- CHA
- +1
In ogre society, might makes more than right—it makes the rules. The strongest or most violent ogre in a family (in most cases, this is the same ogre) is invariably that family's boss.
AC 25
Fort +17
Ref +12
Will +15
HP 130
Reactive Strike [Reaction]
Speed 25 feet
Melee
[Single Action]
ogre hook +19 (deadly d10, reach 10 feet, Trip),
Damage 1d10+11 piercing
Ranged
[Single Action]
javelin +12 (thrown 30 feet),
Damage 1d6+11 piercing
Bellowing Command [Single Action] (Auditory, Emotion, Fear, Linguistic, Mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.