Ogre, Mage

Large Giant — CR 8

Monster Manual v.3.5 (MM), p. 2003.5
Hit Dice
5d8+15 (37 hp)
Initiative
+4
Speed
Land 40 ft
Armor Class
18, touch 9, flat-footed 18
Base Attack / Grapple
+3/+12
Attack
Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/x3)
Full Attack
Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/x3)
STR
21
DEX
10
CON
17
INT
14
WIS
14
CHA
17
Fort / Ref / Will
+7 / +1 / +3
Challenge Rating
8
Alignment
Usually Lawful-Evil
Organization
Solitary, pair, or troupe (1−2 plus 2−4 ogres)
Treasure
Double standard
Environment
Hills
Level Adjustment
+7
Spell Resistance
19
Caster Level
9

Special Abilities

Feats

This creature looks like a big, demonic human. It has green skin, dark hair, and a pair of short ivory horns protruding from its forehead. The eyes are dark with strikingly white pupils, and its teeth and claws are jet black.

Description

The ogre mage is a more intelligent and dangerous variety of its mundane cousin. Rapacious and cruel by nature, ogre mages often lead organized raids for slaves, treasure, and food.

These creatures dwell in fortified structures or underground lairs, usually living alone or with a small group of ogre followers. Status among ogre mages is measured by wealth. While they do not generally associate with their own kind, they often undertake raids and schemes in competition with one another to amass the most riches.

An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.

Ogre mages speak Giant and Common.

Combat

Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle. Ogre mages hold deep, abiding grudges, however, and the unwise person who crosses one would do well to keep looking over one’s shoulder.

Spell-Like Abilities: At will—darkness, invisibility; 1/day—charm person (DC 14), cone of cold (DC 18), gaseous form, sleep (DC 14). Caster level 9th. The save DCs are Charisma-based.

Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

Change Shape (Su): An ogre mage can assume the form of any Small, Medium, or Large humanoid or giant.

Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.

An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.