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OGRES


Ogres are infamously dim-witted, but with enough time

and patience, some of them can be trained to carry

out specialized m issions in battle. The names they a re

given-the battering ram, t he bolt launcher, the chain

brute, and the howdah- reflect their particular func-

tions. These jobs are simple, but they're tailored to ta ke

advantage of an ogre's s trengths.

OGRE BATTERING RAM


An ogre battering ram carries an enormous club use d

prima rily for bashing doors into ki ndling, but which a lso

works well for smas hing foes. These ogre s are drilled

in two s imple tasks : rushing forward to shatter enemy

fortifications, and using their weapons to force an ad-

vancing en emy to ha lt.

OGRE BOLT LAUNCHER


A bolt launcher carries a gigantic crossbow-a weapon

s o large it's es sentially an ogre-held ballista. An ogre

bolt launcher can load this immense weapon and loose

its deadly mis sile as quickly as a dwarf ha ndles a cross-

bow. The bolts are so large that few ogres can carry

more than a half-dozen at a time, but bolt lau nchers

have been known to uproot small trees or tear beams

out of buildings and launch those when their ammun i-

tion runs low.

CHAPTER 6 I BESTIARY

OGRE BATT ERING R A M


Large giant, chaotic evil

Armor Class 14 (ring mail)

,-.


Hit Points 59 (7dl0 + 21)

Speed 40 ft.

STR DEX
CON INT

19 (+4) 8 (-1) 16 (+3) 5 (-3)

WIS

7 (-2)

I

CHA

7 (-2)

Senses darkvision 60 ft., passive Perception 8 • •

Languages Common, Giant

Challenge 4 (1,100 XP)

Siege Monster. The ogre deals double damage to objects and

structures.

ACTIONS

' ' '·.






Bash. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target.

Hit: 15 (2dl0 + 4) bludgeoning damage, and the ogre can push

the target S feet away ifthe target is Huge or smaller.

Block the Path. Until the start of the ogre's next turn, attack

rolls against the ogre have d isadvantage, it has advantage on

the attack roll it makes for an opportunity attack, and that

attack deals an extra 16 (3dl0) bludgeoning damage on a hit.

Also, each enemy that tries to move out of the ogre's reach

without teleporting must succeed on a DC 14 Strength saving

throw or have its speed reduced to 0 until the start of the ogre's

next turn.

OGRE BOLT LAUNCHER


~=


Large giant, chaotic evil

Armor Class 13 (hide armor)

Hit Points 59 (7dl 0 + 21)

Speed 40 ft.

STR

19 (+4)

DEX

12 (+l)

CON

16 (+3)


  • '


INT

5 (-3)

-· " ..


WIS

7 ( -2)





..

CHA

7 (-2)

Senses darkvision 60 ft., passive Perception 8

Languages Common, Giant -, .... , ,

Challenge 2 (450 XP)

ACTIONS

Fist. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit:

9 (2d4 + 4) bludgeoning damage.

Bolt Launcher. Ranged Weapon Attack: +3 to hit, range 120/480

ft., one target. Hit: 17 (3dl0 + 1) piercing damage.

I


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