Monster Manual 5E

(Nancy Kaufman) #1
OGRE
Large giant, chaotic evil

Armor Class 11 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40ft.

STR
19 (+4)

DEX
8 (-1)

CON
16 (+3)

INT
5 (-3)

WIS
7 (-2)

Senses darkvision 60ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP)

ACTIONS


CHA
7 (-2)

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.

javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.


OGRES
Ogres are as lazy of mind as they are strong of bodY,.
They live by raiding, scavenging, and killing for food and
pleasure. The average adult specimen stands b~tween 9
and 10 feet tall and weighs close to a thousand povnds.
Furious Tempers. Ogres are notorious for their quick
tempers, which flare at the smallest perceived offense.
Insults and name-calling can rouse an ogre's wr-ath in
an instant-as can stealing from it, bumping, jabbing, or
prodding it, laughing, making faces, or simply looking at
it the wrong way. When its rage is incited, an ogre lashes
out in a frustrated tantrum until it runs out of objects or
creatures to smash.
Gruesome Gluttons. Ogres eat almost anything, but
they especially enjoy the taste of dwarves, hal flings,
and elves. When they can, they combine dinner with
pleasure, chasing scurrying victims around before
eating them raw. If enough of its victim remains
after the ogre has gorged itself, it might make a
loincloth from its quarry's skin and a necklace from its
leftover bones. This macabre crafting is the height of
ogre culture.
Greedy Collectors. An ogre's eyes glitter with
avarice when it sees the possessions of others. Ogres
carry rough sacks on their raids, which they fill with
fabulous "treasure" taken from their victims. This might
include a collection of battered helmets, a moldy wheel
of cheese, a rough patch of animal fur fastened like a
cloak, or a squealing, mud-spattered pig. Ogres also
delight in the gleam of gold and silver, and they will
fight one another over small handfuls of coins. Smarter
creatures can earn an ogre's trust by offering it gold or a
weapon forged for a creature of its size.
Legendary Stupidity. Few ogres can count to ten,
even with their fingers in front of them. Most speak only
a rudimentary form of Giant and know a smattering of
Common words. Ogres believe what they are told and
are easy to fool or confuse, but they break things they
don't understand. Silver-tongued tricksters who test
their talents on these savages typically end up eating
their eloquent words-and then being eaten in turn.
Primitive Wanderers. Ogres clothe themselves in
animal pelts and uproot trees for use as crude tools
and weapons. They create stone-tipped javelins for
hunting. When they establish lairs, they settle near
the rural edges of civilized lands, taking advantage of
poorly protected livestock, undefended larders, and
unwary farmers.
An ogre sleeps in caves, animal dens, or under trees
until it finds a cabin or isolated farmhouse, whereupon
it kills the inhabitants and lairs there. Whenever it is
bored or hungry, an ogre ventures out from its lair,
attacking anything that crosses its path. Only after an.
ogre has depleted an area of food does it move on.

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