Vampire, Ogre Savage
Large Undead (Augmented Giant) — CR 4
Vampire, Ogre Savage is a D&D 3.5 monster from RH. CR 4, HD 4d12+3 (29 hp).
- Hit Dice
- 4d12+3 (29 hp)
- Initiative
- +0
- Speed
- 30 ft, 30 ft.
- Armor Class
- 21, touch 9, flat-footed 21
- Base Attack / Grapple
- +3/+15
- Attack
- 2 claws +10 melee or greatclub +11 melee
- STR
- 27
- DEX
- 10
- INT
- 6
- WIS
- 10
- CHA
- 11
- Fort / Ref / Will
- +6 / +0 / +1
- Challenge Rating
- 4
- Alignment
- Chaotic evil
Special Abilities
DR 10/magicblood drainenergy drainzombie spawnchildren of the wild
Feats
Vampire, Ogre Savage* (CR 4)
Large Undead (Augmented Giant)
Alignment: Chaotic evil
Initiative: +0; Senses: darkvision 60 ft. low-light vision, scent, Listen +12, and Spot +12
Languages: Giant
Hit Dice: 4d12+3 (29 hp); DR: 10/magic
Fort +6, Ref +0, Will +1 Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +3; Grapple +15
Attack: 2 claws +10 melee or greatclub +11 melee
Damage: Melee 2 claws 1d8+10 plus energy drain or greatclub 2d8+12
Special Attacks/Actions: blood drain, energy drain, zombie spawn, children of the wild Abilities: Str 27, Dex 10, Con -, Int 6, Wis 10, Cha 11
Special Qualities: Undead traits, Resist acid 10, cold 10, fire 10, +2 turn resistance; wild shape , fast healing 3,
Feats: Alertness, Combat Reflexes, Run, Toughness, Track, Weapon Focus (greatclub),
Skills: Climb +9, Hide +8, Intimidate +8, Listen +12, Move Silently +8, Search +8, Sense Motive +8, Spot +12, and Survival +8
Advancement: By character class Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (2-5), or troop (1-2 plus 2-5 vampire spawn)
Treasure/Possessions: Greatclub, hide armor
Description
Vampire, Ogre Savage* (CR 4)
Large Undead (Augmented Giant)
Alignment: Chaotic evil
Initiative: +0; Senses: darkvision 60 ft. low-light vision, scent, Listen +12, and Spot +12
Languages: Giant
Hit Dice: 4d12+3 (29 hp); DR: 10/magic
Fort +6, Ref +0, Will +1 Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +3; Grapple +15
Attack: 2 claws +10 melee or greatclub +11 melee
Damage: Melee 2 claws 1d8+10 plus energy drain or greatclub 2d8+12
Special Attacks/Actions: blood drain, energy drain, zombie spawn, children of the wild Abilities: Str 27, Dex 10, Con -, Int 6, Wis 10, Cha 11
Special Qualities: Undead traits, Resist acid 10, cold 10, fire 10, +2 turn resistance; wild shape , fast healing 3,
Feats: Alertness, Combat Reflexes, Run, Toughness, Track, Weapon Focus (greatclub),
Skills: Climb +9, Hide +8, Intimidate +8, Listen +12, Move Silently +8, Search +8, Sense Motive +8, Spot +12, and Survival +8
Advancement: By character class Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (2-5), or troop (1-2 plus 2-5 vampire spawn)
Treasure/Possessions: Greatclub, hide armor
Combat
Vampire, Ogre Savage* (CR 4)
Large Undead (Augmented Giant)
Alignment: Chaotic evil
Initiative: +0; Senses: darkvision 60 ft. low-light vision, scent, Listen +12, and Spot +12
Languages: Giant
Hit Dice: 4d12+3 (29 hp); DR: 10/magic
Fort +6, Ref +0, Will +1 Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +3; Grapple +15
Attack: 2 claws +10 melee or greatclub +11 melee
Damage: Melee 2 claws 1d8+10 plus energy drain or greatclub 2d8+12
Special Attacks/Actions: blood drain, energy drain, zombie spawn, children of the wild Abilities: Str 27, Dex 10, Con -, Int 6, Wis 10, Cha 11
Special Qualities: Undead traits, Resist acid 10, cold 10, fire 10, +2 turn resistance; wild shape , fast healing 3,
Feats: Alertness, Combat Reflexes, Run, Toughness, Track, Weapon Focus (greatclub),
Skills: Climb +9, Hide +8, Intimidate +8, Listen +12, Move Silently +8, Search +8, Sense Motive +8, Spot +12, and Survival +8
Advancement: By character class Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (2-5), or troop (1-2 plus 2-5 vampire spawn)
Treasure/Possessions: Greatclub, hide armor