XP 12,800
N Huge humanoid
Init +5; Senses low-light vision, scent; Perception +17
DEFENSE
AC 25, touch 9, flat-footed 24 (+4 armor, +1 Dex, +12 natural, –2 size)
hp 168 (16d8+96)
Fort +16, Ref +6, Will +10
Defensive Abilities rock catching
OFFENSE
Speed 50 ft.
Melee morningstar +22/+22/+17/+12 (4d6+18) or 2 slams +22 (2d6+12)
Ranged rock +12 (2d6+18)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (140 ft.)
STATISTICS
Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 12
Base Atk +12; CMB +26; CMD 37
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack
Skills Climb +19, Craft (any one) +10, Diplomacy +9, Intimidate +26, Perception +17, Perform (string instruments) +8
Languages Common, Giant
SQ oversized weapon
ECOLOGY
Environment temperate mountains
Organization solitary, gang (2-5) or tribe (6-20 plus 1 sorcerer, cleric or oracle of 5th-7th level)
Treasure standard (chain shirt, morningstar, other treasure)
SPECIAL ABILITIES
Oversized Weapon (Ex)
A buck ogre can wield gargantuan weapons without penalty. Most favor the use of immense morningstars.
Superior Two-Weapon Fighting (Ex)
A buck ogre fights with a morningstar in each hand. Because each of its two heads controls and arm, the buck ogre does not take a penalty on attack or damage rolls for attacking with two weapons.