Ogre Battering Ram
Giant · Crown of Wrath
T2d6Major
Siege-engine brutes, ogre battering rams charge gates, horns goring defenders.
Tier 2 · Role Major · Pool Vigor 4 / Vitality 4 · AC 12 · ATK +3 · Save DC 13 · Dmg d6
AC1210 base + 2 Sense
Vigor4Tier + Heart mod, regenerates
Vitality42 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+3d20 + bonus vs AC, two or three a turn
Damaged6crit 2d6
Save DC13Tier 2 DC
Crit19+Cunning 12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 6 | -2 | -d3 |
| Sense | 14 | +2 | d4 |
| Heart | 14 | +2 | d4 |
| Cunning | 12 | +1 | d3 |
| Fate | 12 | +1 | d3 |
Passives
Passive
Siege Monster
Deals double damage to doors, gates, and structures.
Maneuvers
Maneuver
Battering Charge
Charges up to 30 ft in a straight line; each creature in its path makes a Body save or takes 2 damage and is knocked prone; on a success it takes 1 Vigor damage.
Tactics
GM tactics
Bred for siege warfare. Charges walls and formations. Used by armies as living battering rams.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 2 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d6. A crit rolls two: 2d6.
- Crits on a natural 19+ (Cunning 12).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.