OGRE CHAIN BRUTE
An ogre chain brute wields a great spiked
chain. It swings this chain with both
hands in a wide circle around itself to
knock foes off their feet. Alternatively, it
can swing the chain in a crushing over-
head smash that's nearly impossible to
block or deflect.
OGRE HOWDAH
The most unusual of the specialized
ogres , the howdah carries a palisaded
wooden fort on its back. The fort is big
enough to serve as a fighting platform for
up to four small humanoids. Ogre how-
dahs are most often seen bearing goblins
equipped with bows and spears into bat-
tle, but they could just as easily transport
kobolds, deep gnomes, or other human-
oids of similar size.
OGRE CHAIN BRUTE
Large giant, chaotic evil
Armor Class 11 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
STR
19 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
5 (-3)
WIS
7 (-2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 3 (700 XP)
ACTIONS
CHA
7 (-2)
Fist. Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9
(2d4 + 4) bludgeoning damage.
Chain Sweep. The ogre swings its chain, and every creature
within 10 feet of it must make a DC 14 Dexterity saving throw.
On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeon·
ing damage and is knocked prone. On a successful save, the
creature takes half as much damage and isn't knocked prone.
Chain Smash (Recharge 6). Melee Weapon Attack: +6 to hit,
reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage,
and the target must succeed on a DC 14 Constitution saving
throw or be knocked unconscious for 1 minute. The uncon-
scious target repeats the saving throw if it takes damage and
at the end of each of its turns, ending the effect on itself on
a success.
OGRE HOWDAH
Large giant, chaotic evil
Armor Class 13 (breastplate)
Hit Points 59 (7dl0 + 21)
Speed 40 ft.
STR
19 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
5 (-3)
WIS
7 (-2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP)
CHA
7 (-2)
Howdah. The ogre carries a compact fort on its back. Up to
four Small creatures can ride in the fort without squeezing. To
make a melee attack against a target within 5 feet of the ogre,
they must use spears or weapons with reach. Creatures in the
fort have three-quarters cover against attacks and effects from
outside it. If the ogre dies, creatures in the fort are placed in
unoccupied spaces within S feet of the ogre.
ACTIONS
Mace. Melee Weapon Attack: +6 to hit, reach S ft., one target.
Hjt: 11 (2d6 + 4) bludgeoning damage.
CHAPTER 6 I BESTIARY
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