Page 238 - D&D Bestiary
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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
OGRE a rudimentary form of Giant and know a smattering of
Large giant, chaotic evil Common words. Ogres believe what they are told and
are easy to fool or confuse, but they break things they
Armor Class 11 (hide armor) don't understand. Silver-tongued tricksters who test
Hit Points 59 (7d10 + 21) their talents on these savages typically end up eating
Speed 40ft. their eloquent words-and then being eaten in turn.
Primitive Wanderers. Ogres clothe themselves in
STR DEX CON INT WIS CHA animal pelts and uproot trees for use as crude tools
19 (+4) 8 (- 1) 16 (+3) 5 (-3) 7 (- 2) 7 (-2)
and weapons. They create stone-tipped javelins for
hunting. When they establish lairs, they settle near
Senses darkvision 60ft., passive Perception 8
the rural edges of civilized lands, taking advantage of
Languages Common, Giant
poorly protected livestock, undefended larders, and
Challenge 2 (450 XP)
unwary farmers.
An ogre sleeps in caves, animal dens, or under trees
ACTIONS until it finds a cabin or isolated farmhouse, whereupon
it kills the inhabitants and lairs there. Whenever it is
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage. bored or hungry, an ogre ventures out from its lair,
attacking anything that crosses its path. Only after an.
javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
ogre has depleted an area of food does it move on.
range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
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