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Half Ogre

This being resembles a somewhat ugly human with dark toned skin and matted dark hair. It wears tattered skins over a suit of hide armor.

Half Ogre CR 1

XP 400
CE Medium humanoid (giant)
Init +0; Senses darkvision 60 ft.; Perception +0

DEFENSE

AC 15, touch 10, flat-footed 15 (+3 armor, +2 natural)
hp 13 (2d8+4)
Fort +5; Ref +0; Will +0

OFFENSE

Speed 20 ft., 30 ft. base
Melee greatsword +5 (2d6+4/19-20), longspear +4 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)

STATISTICS

Str 17, Dex 10, Con 14, Int 9, Wis 10, Cha 9
Feats Weapon Focus (greatsword)
Skills Climb +8
Languages Common
SQ ogre blood
Gear hide armor, greatsword, longspear

SPECIAL ABILITIES

Ogre Blood (Ex)

For all special abilities and effects, a half ogre is considered an ogre.

Source
Tome of Horrors Complete
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Half Ogre Characters

Half-ogres possess racial Hit Dice and may have class levels. Half ogres have the following racial traits.

+6 Strength, +4 Constitution, –2 Intelligence, –2 Charisma. Half-ogres are fierce warriors, but weak minded.

Darkvision: Half-ogres can see in the dark up to 60 feet.

Racial Hit Dice: A half-ogre begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.

Racial Skills: A half-ogre’s humanoid levels give it skill points equal to 2 x (2 + Int modifier).

Racial Feats: A half-ogre’s humanoid levels give it one feat.

AC: +2 natural armor bonus.

Weapon proficiency: A half-ogre is proficient with the greatsword and all simple weapons.

Special Qualities: Ogre blood (see above).

Languages: Half-ogres begin play speaking Common, and can also speak giant if they have an Intelligence of at least 10. Half-ogres with high Intelligence scores can choose from the following languages: Orc, Goblin, Troll