KING
Ogre Howler

Ogre Howler

Giant · Crown of Despair

T2d6Major

Terrifying screamers, ogre howlers demoralize, throats raw with fear.

Tier 2  ·  Role Major  ·  Pool Vigor 5 / Vitality 4  ·  AC 9  ·  ATK +3  ·  Save DC 13  ·  Dmg d6

AC96 base + 3 Sense
Vigor5Tier + 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
StatScoreModDie
Body16+3d6
Mind6-2-d3
Sense16+3d6
Heart16+3d6
Cunning12+1d3
Fate12+1d3

Passives

Passive

Terrifying Presence

Enemies within 30 ft have disadvantage on saves against fear.

Passive

Raw Throat

After it howls or screeches twice in a fight, its voice cracks and it can do neither again until it rests.

Maneuvers

Maneuver

Demoralizing Howl

Every enemy within 60 ft makes a Heart save or is frightened for 1 round.

Maneuver

Dissonant Screech

Every creature within 30 ft makes a Body save or takes 2 damage and is deafened for 1 round; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Screams to terrify before battle. Other ogres attack frightened enemies. Voice eventually gives out.

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.