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Breadcrumb

Ogre Mage

Challenge
str
18
dex
10
con
16
int
14
wis
12
cha
16

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: darkness , invisibility

1/day: charm person , cone of cold , gaseous form , hold person

Iron Magic Resistance. While wielding its iron club, the ogre mage has advantage 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 invisible .

Regeneration. The ogre mage regains 10 hit points at the beginning of its turn as long as it has at least 1 hit point.


ACTIONS

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). Magical darkness 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 saving throw . On a failure, the target is paralyzed 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 invisible 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 advantage on Strength, Dexterity and Constitution saving throws , 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 saving throw , taking 36 (8d8) cold damage on a failure or half damage on a success. 


BONUS ACTIONS

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.
 

Combat 

The ogre mage attacks with surprise, either invisibly or using a harmless-seeming guise. It casts cone of cold against closely-packed enemies and hold person against a ranged attacker. It then fights with its iron club. When bloodied, it casts invisibility , darkness , or gaseous form and flies away. Once its hit points have regenerated, it tries to ambush the group that defeated it.


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 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.

Behavior

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 invisible , watching travelers so it can assume their identities

6 invisible , hunting

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

Giants look like immense humanoids, standing from 10 feet tall (like ogres ) to 30 (like storm giants ). Some giants, like trolls , have human-like shapes but monstrous features.