Page 221 - Mordenkainen's Tome of Foes Deluxe
P. 221
OGRES
Ogres are infamously dim-witted, but with enough time
and patience, some of them can be trained to carry
out specialized missions in battle. The names they are
given- the battering ram, the bolt launcher, the chain I
brute, and the howdah- reflect their particular func- •
tions. These jobs are simple, but they're tailored to take
advantage of an ogre's strengths.
OGRE BATTERING RAM
An ogre battering ram carries an enormous club used OGRE B ATT ERING R AM ;
primarily for bashing doors into kindling, but which also Large giant, chaotic evil
works well for smashing foes. These ogres are drilled
in two simple tasks: rushing forward to shatter enemy ,-.
Armor Class 14 (ring mail)
fortifications, and using their weapons to force an ad- Hit Points 59 (7dl0 + 21)
vancing enemy to halt. Speed 40 ft. I
OGRE BOLT LAUNCHER STR DEX CON INT WIS CHA
A bolt launcher carries a gigantic crossbow-a weapon 19 (+4) 8 (-1) 16 (+3) 5 (- 3) 7 (- 2) 7 (- 2)
so large it's essentially an ogre-held ballista. An ogre
Senses darkvision 60 ft., passive Perception 8 • •
bolt launcher can load this immense weapon and loose
Languages Common, Giant
its deadly missile as quickly as a dwarf handles a cross-
Challenge 4 (1,100 XP)
bow. The bolts are so large that few ogres can carry
more than a half-dozen at a time, but bolt launchers
Siege Monster. The ogre deals double damage to objects and
have been known to uproot small trees or tear beams
structures.
out of buildings and launch those when their ammuni- ' ' '·.
• tion runs low . ACTIONS
Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2dl0 + 4) bludgeoning damage, and the ogre can push
the target S feet away ifthe target is Huge or smaller.
Block the Path. Until the start of the ogre's next turn , attack
rolls against the ogre have disadvantage, it has advantage on
the attack roll it makes for an opportunity attack, and that
attack deals an extra 16 (3dl0) bludgeoning damage on a hit.
Also, each enemy that tries to move out of the ogre's reach
without teleporting must succeed on a DC 14 Strength saving
throw or have its speed reduced to 0 until the start of the ogre's
next turn.
O GRE BOLT LAUNCHER ~=
Large giant, chaotic evil -· " ..
Armor Class 13 (hide armor) -..
Hit Points 59 (7dl 0 + 21)
Speed 40 ft. - '
STR DEX CON INT WIS CHA
19 (+4) 12 (+l) 16 (+3) 5 (- 3) 7 (- 2) 7 (-2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant -, .... , ,
Challenge 2 (450 XP)
ACTIONS
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
9 (2d4 + 4) bludgeoning damage.
Bolt Launcher. Ranged Weapon Attack: +3 to hit, range 120/480
ft., one target. Hit: 17 (3dl0 + 1) piercing damage.
CHAPTER 6 I BESTIARY
220