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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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