AC 16 (chain mail)
HP 102 (12d10 + 36; bloodied 51)
Speed 30 ft., fly 30 ft.
Proficiency +3; Maneuver DC 15
Skills Arcana +5 (+1d4), Deception +6, Perception +4, Stealth +3
Senses darkvision 60 ft., passive Perception 14
Languages Common, Giant
Innate Spellcasting. The ogre’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: ,
1/day: , , ,
Iron Magic Resistance. While wielding its iron club, the ogre mage has on saving throws against spells and magical effects. Whenever the ogre mage rolls a saving throw against a spell or magical effect, the iron club emits visible sparks even if the ogre mage is .
Regeneration. The ogre mage regains 10 hit points at the beginning of its turn as long as it has at least 1 hit point.
Multiattack. The ogre makes two melee attacks.
Claw (Ogre Mage Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Iron Club. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage, or 10 (1d12 + 4) bludgeoning damage in Small or Medium form. When the ogre hits or touches a target with its club, it can end any spell on the target that was cast with a 3rd-level or lower spell slot.
Read Scroll (1/Day). The ogre casts a spell from a magical scroll without expending the scroll’s magic.
Darkness (2nd-Level; V, S, Concentration). spreads from a point within 30 feet of the ogre, filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
Hold Person (2nd-Level; V, S, Concentration). One humanoid the ogre can see within 60 feet makes a DC 14 Wisdom . On a failure, the target is for 1 minute, repeating the saving throw at the end of each of its turns, ending the effect on a success.
Invisibility (2nd-Level; V, S, Concentration). The ogre is for 1 hour. The spell ends if the ogre attacks or casts a spell.
Gaseous Form (3rd-Level; V, S, Concentration). The ogre and its gear becomes a hovering cloud of gas for 1 hour. Its Speed is 0, and its fly speed is 30. It can’t attack, use or drop objects, talk, or cast spells. It can enter another creature’s space and pass through small holes and cracks but can’t pass through liquid. It is resistant to nonmagical damage, has on Strength, Dexterity and Constitution , and can’t fall.
Cone of Cold (5th-Level; V, S). Frost blasts from the ogre in a 60-foot cone. Each creature in the area makes a DC 14 Constitution , taking 36 (8d8) cold damage on a failure or half damage on a success.
Shapeshift. The ogre changes its form into a Small or Medium humanoid, or back into its true form, which is a Large giant. Other than its size, its statistics are the same in each form. Its iron club, armor, and clothing change size with it. It reverts to its true form when it dies.
The ogre mage attacks with surprise, either invisibly or using a harmless-seeming guise. It casts against closely-packed enemies and against a ranged attacker. It then fights with its iron club. When bloodied, it casts , , or and flies away. Once its hit points have regenerated, it tries to ambush the group that defeated it.
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.
In ancient days, the kings and queens of the giant empire relied on ogre and cloud giant secret police. These wizard-assassins quelled dissent and removed obstacles to imperial power. The secrets of this order have been preserved among the ogre mages.
With the old empire long gone, ogre mages owe loyalty to no throne. A few use their powers in service of new empires. Far more often, ogre mages work as highly-paid assassins or mercenaries with no guiding principle but their own advantage. Their most common paymasters are vampires, hags, and dukes of Hell.
Power Above All. Every ogre mage has been taught the precepts of the ancient order of assassins: life is valueless, and power alone is worthy of pursuit. These lessons have survived, while the order’s other ideals—loyalty and stability—have been forgotten. Few ogre mages recognize that their magical lore and skills of subterfuge were once plied as tools of court intrigue, or that their iron truncheons were once symbols of imperial authority.
1 in humanoid form, offering services as a mercenary for hire
2 in humanoid form, spying for an evil overlord
3 in ogre form, eating a gruesome feast with a knife and fork
4 in ogre form in its lair: cataloguing its treasure or scribing a spell scroll
5 , watching travelers so it can assume their identities
6 , hunting
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
Ogres can be found in any wild part of the world.
CR 0–2 ; 1 or 2
Treasure 60 gp, 100 sp, packet of dried herbs (acts as 2 )
CR 3–4 with 2 to 4 , , or ; with 1 or 2 , , or ; 2 ; ; 3 or 4
Treasure 180 gp, sack of rare spices (75 gp), giant-sized bottle of wine (acts as 3 ), (glows in the presence of giants)
CR 5–10 with 1 to 3 ; with , , or ; ; with or
Treasure 400 gp, battered silver ewer etched with bearded giant faces (250 gp), of and , animal hide mantle branded with runes (acts as for the wearer)
CR 11–16 2 ; with , , or ; with 2 to 4 ; with 2 or 3
Treasure 2,000 gp, letter from a noble ordering someone’s death, amulet containing the true name of a , of and ,
Giants look like immense humanoids, standing from 10 feet tall (like) to 30 (like ). Some giants, like , have human-like shapes but monstrous features.