Page 222 - Mordenkainen's Tome of Foes Deluxe
P. 222
OGRE CHAIN BRUTE
An ogre chain brute wields a great spiked
chain. It swings this chain with both
hands in a wide circle around itself to
knock foes off their feet. Alternatively, it
can swing the chain in a crushing over-
head smash that's nearly impossible to
block or deflect.
OGRE HOWDAH
The most unusual of the specialized
ogres, the howdah carries a palisaded
wooden fort on its back. The fort is big
enough to serve as a fighting platform for
up to four small humanoids. Ogre how-
dahs are most often seen bearing goblins
equipped with bows and spears into bat-
tle, but they could just as easily transport
kobolds, deep gnomes, or other human-
oids of similar size.
OGRE CHAIN BRUTE
Large giant, chaotic evil
Armor Class 11 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
OGRE HOWDAH
STR DEX CON INT WIS CHA Large giant, chaotic evil
19 (+4) 8 (-1) 16 (+3) 5 (- 3) 7 (- 2) 7 (-2)
Armor Class 13 (breastplate)
Senses darkvision 60 ft., passive Perception 8 Hit Points 59 (7dl0 + 21)
Languages Common, Giant Speed 40 ft.
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
ACTIONS
Fist. Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 Senses darkvision 60 ft., passive Perception 8
(2d4 + 4) bludgeoning damage. Languages Common, Giant
Challenge 2 (450 XP)
Chain Sweep. The ogre swings its chain, and every creature
within 10 feet of it must make a DC 14 Dexterity saving throw.
Howdah. The ogre carries a compact fort on its back. Up to
On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeon·
four Small creatures can ride in the fort without squeezing. To
ing damage and is knocked prone. On a successful save, the
make a melee attack against a target within 5 feet of the ogre,
creature takes half as much damage and isn't knocked prone. they must use spears or weapons with reach. Creatures in the
Chain Smash (Recharge 6). Melee Weapon Attack: +6 to hit, fort have three-quarters cover against attacks and effects from
reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, outside it. If the ogre dies, creatures in the fort are placed in
and the target must succeed on a DC 14 Constitution saving unoccupied spaces within S feet of the ogre.
throw or be knocked unconscious for 1 minute. The uncon-
ACTIONS
scious target repeats the saving throw if it takes damage and
at the end of each of its turns, ending the effect on itself on Mace. Melee Weapon Attack: +6 to hit, reach S ft., one target.
a success. Hjt: 11 (2d6 + 4) bludgeoning damage.
CHAPTER 6 I BESTIARY
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