Ogre, 4th-Level Barbarian

Large Giant — CR 7

Monster Manual v.3.5 (MM), p. 1983.5
Hit Dice
4d8+19 plus 4d12+16 (79 hp)
Initiative
+0
Speed
Land 40 ft, in hide armor; base 50 ft.
Armor Class
19, touch 10, flat-footed 19
Base Attack / Grapple
+7/+19
Attack
+1 greatclub +16/+11 melee (2d8+13) or javelin +6 ranged (1d8+8)
Full Attack
+1 greatclub +16/+11 melee (2d8+13) or javelin +6 ranged (1d8+8)
STR
26
DEX
11
CON
18
INT
8
WIS
10
CHA
4
Fort / Ref / Will
+12 / +2 / +2
Challenge Rating
7
Alignment
Usually Chaotic-Evil
Organization
Solitary, pair, gang (1 plus 1–3 ogres), or band (1 plus 4–7 ogres)
Treasure
Standard (including +1 hide armor, +1 greatclub, and ring of protection +1)
Environment
Hills
Level Adjustment

Special Abilities

RageDarkvisionLow-Light VisionTrap SenseUncanny Dodge

Feats

This hulking brute appears to be at least 9 feet tall. It has a thick hide covered in dark, warty bumps, it wears smelly skins, and its hair is long, unkempt, and greasy.

Description

Ogres are big, ugly, greedy creatures that live by raiding and scavenging. They join other monsters to prey on the weak and associate freely with ogre mages, giants, and trolls.

Lazy and bad-tempered, ogres solve problems by smashing them; what they can’t smash, they either ignore or flee. Dwelling in small tribal groups, ogres occupy any convenient location and eat nearly anything they can catch, steal, or slay. Ogres sometimes accept mercenary service with other evil humanoids (including humans).

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Their inherent bent toward chaos combines with their size and strength to make ogres natural barbarians. Indeed, their leaders are almost always barbarians of low to middle level, monstrous brutes whose fury in battle is truly fearsome. A raging ogre barbarian is an inspiration to other ogres.

Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Combat

Marginally more intelligent than his brutish fellows, an ogre barbarian is slightly more likely to enter a fair fight, but in general prefers the brutish tactics common to all its kind.

Rage (Ex): Twice per day, an ogre barbarian can enter a state of fierce rage that last for 9 rounds. The following changes are in effect as long as he rages: AC 17 (touch 8, flat-footed 17); hp 95; Atk +18/+13 melee (2d6+16, +1 greatclub); SV Fort +14, Will +4; Str 30, Con 22; Climb +15, Jump +16. At the end of his rage, the ogre barbarian is fatigued for the duration of the encounter.

Trap Sense (Ex): An ogre barbarian has a +1 bonus on Reflex saves made to avoid traps. He also has a +1 bonus to his AC against attacks by traps.

Uncanny Dodge (Ex): An ogre barbarian retains his Dex bonus to AC regardless of being caught flat-footed or attacked by an invisible opponent. His Dex bonus to AC is +0, but this means that he is not subject to a rogue’s sneak attack in these circumstances.