Ogre, Merrow

Large Giant (Aquatic) — CR 3

Monster Manual v.3.5 (MM), p. 1993.5
Hit Dice
4d8+11 (29 hp)
Initiative
-1
Speed
Land 30 ft, in hide armor; base 40 ft.
Armor Class
16, touch 8, flat-footed 16
Base Attack / Grapple
+3/+12
Attack
Longspear +8 melee (1d8+7) or javelin +1 ranged (1d8+5)
Full Attack
Longspear +8 melee (1d8+7) or javelin +1 ranged (1d8+5)
STR
21
DEX
8
CON
15
INT
6
WIS
10
CHA
7
Fort / Ref / Will
+6 / +0 / +1
Challenge Rating
3
Alignment
Usually Chaotic-Evil
Organization
Solitary, pair, gang (3−4), or band (5−8)
Treasure
Standard
Environment
Aquatic
Level Adjustment

Special Abilities

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.

These cousins of the ogre have the aquatic subtype. They dwell in freshwater lakes and rivers. They have a base land speed of 30 feet and a swim speed of 40 feet and are found only in aquatic environments. Instead of the typical ogre’s greatclub, they prefer to use longspears in melee.

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

Combat

Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.