KING
Ogre

Ogre

Giant · Crown of Sloth

T2d6Major

Brutish man-eaters, ogres club with clubs, tales twisted in crude songs.

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

AC97 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
StatScoreModDie
Body18+4d8
Mind6-2-d3
Sense14+2d4
Heart14+2d4
Cunning12+1d3
Fate12+1d3

Passives

Passive

Dim-Witted

Disadvantage on Mind saves against illusions

Maneuvers

Maneuver

Greatclub

Swings its knotted club at one creature within reach: a normal hit (bludgeoning).

Maneuver

Javelin

Hurls a crude javelin up to 30 ft: a normal hit (piercing).

Tactics

GM tactics

Ambushes travelers. Bullies smaller creatures. Serves stronger masters for food.

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.