KING
Ogre Chainbringer

Ogre Chainbringer

Giant · Crown of Domination

T2d6Major

Whipping slavers, ogre chainbringers drag captives, links clanking.

Tier 2  ·  Role Major  ·  Pool Vigor 3 / Vitality 4  ·  AC 10  ·  ATK +3  ·  Save DC 13  ·  Dmg d6

AC107 base + 3 Sense
Vigor3Tier + 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
Crit18+Cunning 14
StatScoreModDie
Body18+4d8
Mind6-2-d3
Sense16+3d6
Heart12+1d3
Cunning14+2d4
Fate12+1d3

Maneuvers

Maneuver

Chain Snare

Whips its chain around a creature within 15 ft: Body save or the target is grabbed and dragged up to 15 ft toward the ogre.

Maneuver

Enslave

Winds the chain tight around a grabbed creature: it is restrained and takes 1 Vigor damage at the start of each of its turns until it breaks free (Body save ends).

Tactics

GM tactics

Captures slaves for giants. Drags victims back to masters. Works in pairs to surround prey.

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 18+ (Cunning 14).
  • 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.