Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Humanoids‎ > ‎Giants‎ > ‎Ogre‎ > ‎

Ogre Boss

The gadget spec URL could not be found

Violence is a way of life for ogres. Most of them learn the best ways to cause pain from their clans' bosses, who mete out beatings for even the slightest infraction.

Ogre Boss CR 7

XP 3,200
Ogre fighter 4
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +7

DEFENSE

AC 21, touch 7, flat-footed 21 (+9 armor, –2 Dex, +5 natural, –1 size)
hp 76 (8 HD; 4d8+4d10+36)
Fort +12, Ref +0, Will +5 (+1 vs. fear)
Defensive Abilities bravery +1

OFFENSE

Speed 30 ft.
Melee mwk greatsword +16/+11 (3d6+14/19–20) or greatclub +14/+9 (2d8+12)
Ranged javelin +4/–1 (1d8+8)
Space 10 ft.; Reach 10 ft.

TACTICS

During Combat The ogre boss closes with soft-looking enemies and uses her massive reach (with Lunge, if necessary) to box them in.

STATISTICS

Str 26, Dex 6, Con 19, Int 6, Wis 12, Cha 7
Base Atk +7; CMB +16; CMD 24
Feats Improved Initiative, Iron Will, Lunge, Power Attack, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Intimidate +3, Perception +7
Languages Giant
SQ armor training 1
Combat Gear potions of cure light wounds (2), potion of cure moderate wounds, bag of tricks (gray); Other Gear full plate, greatclub, javelins (3), mwk greatsword, 342 gp