Page 120 - Ultimate-Bestiary-Revenge-of-the-Horde-5E
P. 120

Ogre Charger                                          Weapons, Armor & Items
           Large giant, chaotic evil                             Maul, and roll a d12:
           Armor Class 15                                         d12   Item(s)
           Hit Points 105 (10d10 + 50)
           Speed 40   .                                           1-6   1d4 days’ rations consisting of maggoty cheese and
             STR     DEX     CON      INT     WIS      CHA              strange rotten meat
           22 (+6)  10 (+0)  20 (+5)  4 (−3)  5 (−3)  7 (−2)      7-9   A trinket (p. 123)
           Skills Athletics +9, Intimidation +1                   10-11 A tattered coin purse containing 17 (5d6) sp, and
           Senses darkvision 60   ., passive Perception 7               3 (1d6) gp
           Languages Common, Giant                                 12   A collection of 7 (2d6) random potions both common
           Challenge 5 (1,800 XP)                                       and uncommon
           Monumental Stupidity.    e ogre charger has advantage on
           saving throws against being charmed.                 Chargers use the surprising turn of speed ogres can muster
                                                                in combination with their huge size to smash through enemy
           Tough.    e ogre charger adds its Constitution modi  er to its   defenses, and even structures.
           armor class.
           Unstoppable. Once the ogre charger gets moving, it is di   cult
           to stop. If it moves at least 20 feet on its turn, it can move
           through spaces occupied by Large or smaller creatures and
           smash through stone barriers up to 3 feet thick.

           Actions
           Maul. Melee Weapon Attack: +9 to hit, reach 10   ., one target.
           Hit: 19 (4d6 + 5) bludgeoning damage.
           Charge.    e ogre charger moves up to 40   . in a straight line.
           All creatures in its path must make a DC 15 Dexterity saving
           throw or DC 20 Strength saving throw, taking 18 (3d8 + 5)
           bludgeoning damage on a failed save or half as much on a
           successful one. If a creature makes a successful Strength saving
           throw, the ogre charger stops moving in front of the creature.























                    “I ’v  me  peopl  too cleve
                    “I ’v  me  peopl  too cleve
                    “I ’v  me  peopl  too cleve
                    “I ’v  me  peopl  too cleve
                    “I ’v  me  peopl  too cleve
                    “I ’v  me  peopl  too cleve
                    fo  my charms befor , bu
                    fo  my charms befor , bu
                    fo  my charms befor , bu
                    fo  my charms befor , bu
                    fo  my charms befor , bu
                    fo  my charms befor , bu
                    fo  my charms befor , bu
                    fo  my charms befor , bu
                    too  tupid? Tha  is almos
                    too  tupid? Tha  is almos
                    too  tupid? Tha  is almos
                    too  tupid? Tha  is almos
                    too  tupid? Tha  is almos
                    too  tupid? Tha  is almos
                    too  tupid? Tha  is almos
                   impressiv .”
                   impressiv .”
                   -Cesari  Ceris, traveling wi ard
                   -Cesari  Ceris, traveling wi ard
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                                                                                                       Chapter 6: Ogreshapter 6: Ogres
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