Ogres of Thar

In addition to orcs, Thar also contains rather a lot of ogres. The number of new statblocks needed isn’t quite as steep because the ogres commonly have orcs or goblinoids as minions, which lends itself some variety on its own, so here are three new statblocks, one of them unique to the Crystal Sphere Tribe of ogres. After this we’ll have all the new stat blocks we’ll need for the hexcrawl, so we’ll be getting back into encounters.

Ogre Ranger

Much like orcs, ogres need some kind of answer to level-appropriate stealth characters if they’re going to carry entire encounters on their own. Unlike the orcs, it’s not really expected that any of their sentries be someone you could assassinate to open up a hole in the perimeter. They’re ogres, after all.

Armor Class: 14 (hide armor)
Hit Points: 52 (7d10+14)
Speed: 40 ft.

STR: 17(+3)
DEX: 14(+2)
CON: 15(+2)
INT: 5(-3)
WIS: 14(+2)
CHA: 6(-2)

Skills: Perception +4, Survival +4
Senses: darkvision 60 ft., passive Perception 14
Languages: Common, Giant
Challenge: 2 (450 XP)

Keen Sight and Hearing. The ogre ranger has advantage on Wisdom (Perception) checks that rely on sight or hearing.

Sniper. When hitting an unaware enemy, the ogre ranger deals an additional 7 (2d6) damage.

Actions:

Ogre warbow. Ranged weapon attack: +4 to hit, range 150/600 ft., one target. Hit: 13 (2d10+2) piercing damage.

Greatsword. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

 

Ogre Mage

Ogres are not generally very bright. Every now and again, though, you get one who is really, really smart. These brilliant ogres maintain a tradition of arcane magic passed down from master to apprentice throughout the generations. They are the ogre mages, and those ogre tribes what have one around are an awful lot easier to deal with than those what don’t.

Armor Class: 11 (hide armor)
Hit Points: 102 (11d10+36)
Speed: 40 ft.

STR: 17(+3)
DEX: 8(-1)
CON: 16(+3)
INT: 16(+3)
WIS: 11(+0)
CHA: 9(-1)

Saving Throws: Con +6, Int +6, Wis +3
Skills: Arcana +6, Insight +3
Senses: darkvision 60 ft., passive Perception 10
Languages: Common, Draconic, Giant
Challenge: 4 (1,100 XP)

Spellcasting. The ogre mage is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The ogre mage has the following wizard spells prepared:

Cantrips (at will): fire bolt, mage hand, message, true strike
1st level (4 slots): detect magic, mage armor, magic missile, sleep
2nd level (3 slots): invisibility, scorching ray
3rd level (2 slots): fireball, haste

Sculpt Spells. When the ogre mage casts an evocation spell that affects multiple creatures, he can exclude a number of creatures equal to 1 + the spell’s level from all effects of the spell.

Actions:

Greatclub. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) bludgeoning damage.

 

Ogre Seer

The ogres of the Crystal Sphere Tribe have a particular reverence for divination magic due to the remnant libraries they discovered of the fallen ogre kingdom of Thar, long since destroyed. Some, though not all, of the mages of their tribe become seers. While significantly less threatening on their own, these ogre seers are a force multiplier that makes their allies far more dangerous.

Armor Class: 11 (hide armor)
Hit Points: 102 (11d10+36)
Speed: 40 ft.

STR: 17(+3)
DEX: 8(-1)
CON: 16(+3)
INT: 16(+3)
WIS: 11(+0)
CHA: 9(-1)

Saving Throws: Con +6, Int +6, Wis +3
Skills: Arcana +6, History +6, Insight +3, Perception +3
Senses: darkvision 60 ft., passive Perception 10
Languages: Common, Draconic, Giant
Challenge: 3 (700 XP)

Spellcasting. The ogre seer is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The ogre mage has the following wizard spells prepared:

Cantrips (at will): fire bolt, mage hand, message, true strike
1st level (4 slots): detect magic, mage armor, comprehend languages, sleep
2nd level (3 slots): detect thoughts, see invisibility
3rd level (2 slots): clairvoyance, haste

Ogre seers of the Crystal Sphere Tribe know the 1st level spell identify but only prepare it if there is a specific need. If the ogres come across an unidentified magic item, one of the seers will prepare identify instead of comprehend languages after his next Long Rest, use it to identify the item, and go back to his usual spell selection after the Long Rest after that.

Premonition (Recharges after a Long Rest). The ogre mage can replace any attack roll, saving throw, or ability check made by him or a creature he can see with either a 15 or a 5. Each number may not be used again after being used once until the ogre mage completes a Long Rest.

Actions:

Greatclub. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) bludgeoning damage.

 

We’re just about at the point where we’ll need to start making dungeon maps for Thar, and what with the long delay between posts being written and posts going up, and if you’d like to help us buy the full version of Dungeonographer in order to have fancier maps for both Thar and Vestitas, please support us on Patreon. Patrons get to see our work a week early and also get some other cool stuff, the details are explained on the Patreon page so click the link and check it out.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s