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OGRE[edit | edit source]

Size/Type: Large Giant
Hit Dice: 4d8+11 (29 hp)
Initiative: –1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 16 (–1 size, –1 Dex, +5 natural, +3 hide armor),, touch 8, flat-footed 16
Base Attack/Grapple: +3/+12
Attack: greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5)
Full Attack: greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +0, Will +1
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills: Climb +5, Listen +2, Spot +2
Feats: Toughness, Weapon Focus (greatclub)
Environment: Temperate hills
Organization: Solitary, pair, gang (3–4), or band (5–8)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

COMBAT[edit | edit source]

Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.

OGRES AS CHARACTERS[edit | edit source]

Ogre characters possess the following racial traits.


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