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Ogrekin

Challenge
str
16
dex
12
con
14
int
10
wis
10
cha
10

AC 11

HP 32 (5d8 + 10; bloodied 16)

Speed 30 ft.


Proficiency +2; Maneuver DC 13

Skills Athletics +5, Perception +2, Survival +2

Senses darkvision 30 ft., passive Perception 12

Languages Common, Giant


Giant Build. The ogrekin counts as one size larger when determining carrying capacity and the weight it can push, drag, or lift. Its melee and thrown weapons deal an extra die of damage on a hit (included below).


ACTIONS

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. 

Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Combat 

Ogrekin take advantage of their terrain and suit their strategy to their opponents. They throw handaxes at well-armored and slow opponents, and they charge spellcasters and lightly-armored foes. They can often be provoked into single combat. They flee when half their number have fallen.


Names

Bellowbriar, Crod, Curdle, Duroth, Fenthis, Gristlefist, Lumme, Meg, Oglock, Zalan


Legends and Lore

With a Culture or History check, characters can learn the following:

DC 10 Though smaller than their giant ancestors, ogres stand nearly twice as tall as most humanoids. They can see in the dark.

DC 15 Ogres are formidable melee combatants. Their powerful blows force all but the strongest warriors to give ground.

DC 20 In ages past, some ogres learned magic to better serve their giant overlords. Though rare, ogre mages still exist today, selling their services to evil creatures such as devils, vampires, and hags.

Description

In the wild mountains live clans of towering warriors called ogrekin. They resemble 8-foot-tall, well-muscled humans or orcs, although they reject the idea they are merely humanoid in lineage. Ogrekin claim ogre blood and sometimes call themselves “half-ogres.” Their prodigious strength and mountainous proportions suggest they may be right.

Ogrekin statistics can also be used to represent juvenile or noncombatant ogres, or children of an ogre and a humanoid parent.

Behavior

1 Snoring in lair

2 Gorging themselves on food and drink

3 Crafting with clumsy tools

4 Hunting

5 Hungry, and mad about it

6 Attacks trespassers in its domain

Signs

1 Guttural roar or laughter

2 A humanoid or animal corpse with a smashed-in skull 

3 Footprints of big bare feet

4 A splintered tree; DC 13 Perception check: big footprints

Encounters

Ogres can be found in any wild part of the world.

CR 0–2 ogre ; 1 or 2 ogrekin

Treasure 60 gp, 100 sp, packet of dried herbs (acts as 2 potions of healing )

CR 3–4 ogre with 2 to 4 goblins , warhordling orc warriors , or wolves ; ogre with 1 or 2 bugbears , giant goats , or ogrekin ; 2 ogres ; cave ogre ; 3 or 4 ogrekin

Treasure 180 gp, sack of rare spices (75 gp), giant-sized bottle of wine (acts as 3 potions of fire giant strength ), 1 rapier (glows in the presence of giants)

CR 5–10 cave ogre with 1 to 3 ogres ; cave ogre with ankylosaurus , cave bear , or griffon ; ogre mage ; ogre mage with doppelganger or green hag

Treasure 400 gp, battered silver ewer etched with bearded giant faces (250 gp), spell scrolls of fear and fireball , animal hide mantle branded with runes (acts as gauntlets of ogre power for the wearer)

CR 11–16 2 ogre mages ; ogre mage with cambion , drider , or night hag ; ogre mage with 2 to 4 ogres ; ogre mage with 2 or 3 doppelgangers

Treasure 2,000 gp, letter from a noble ordering someone’s death, amulet containing the true name of a hezrou , spell scrolls of chain lightning and reverse gravity , wand of binding

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.