Ogre

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Ogre
Species humanoid
No. Appearing 1–8
Behaviour solitary
Range alpine, desert, steppe,
subterranean, woodland
Size 9 ft. tall
Weight 590 lbs.
Intelligence 5 to 6
Armour Class 5
Hit Dice 6+1
Action Points 5
Max. Stride 12
THAC0 17
Hp/Die d10
Attack Forms 1: fist or weapon
Damage fist (1-12); weapon damage varies
Special Attacks strength 18/00, throw stones

Ogres are inhumanly large, tall, hideous-appearing man-like being known to eat ordinary human beings, especially infants and children. The head is disproportionately large, with abundant hair and an uneven, mottled skin, noted for large pockets of fat. Ogres are inordinately strong; they're often presumed to be related to giants, but this is uncertain; tales often use the terms "giant" and "ogre" indiscriminately.

Artist: Manzanedo

History

Ogres appeared on Earth between eight and ten thousand years ago, apparently in the Eastern Sayan Mountains west of Lake Baykal. Ancient hobgoblin, haruchai and orc scholarship is scanty on their origin, but Sarg Griksta of Yaxjasso wrote that ogre groups appeared intermittently over the centuries as though passing through a planar gate. Exploration deduced the approximately location of the gate, which was never found; it came to be known as the "Orcrest Gate," on account of rare gems coming from the region called "orcrest".

By the Bronze Age, due to their low intelligence, ogres had formed subservient relationships with numerous races, including orcs, haruchai, cavewights and norkers. This has furthered the strength and influence of these empire-building entities, advancing their threat to human and dwarven cultures in Central Asia and Eastern Europe. Multiple invasions and warmongering by these humanoid races have spread ogre populations into many parts of Europe, Arabia and northern parts of Africa.

Behaviour

Ogres are always male and have no female counterpart; they don't reproduce. Solitary ogres will adopt a narrow range of activities for long periods. They are often satisfied with eating, resting and amusing themselves by turning or twirling objects, or by letting animals go in order to recapture them. When acting alone, they carry a club as a weapon (1d8 damage); due to their strength, they are +3 to hit and +6 damage with it.

which gives the benefit of their strength bonus (+3 to hit, +6 damage).  If they drop the club, they forget to pick it up and continue to carry on the fight using their fists.  Once wounded, they usually work themselves up to a rage and fight until unconscious or dead, not understanding that they should run away.

When serving humanoid masters, ogres attach themselves to a clan or a troop, who "adopt" the ogre and take it upon themselves to provide the ogre with a spear (d8) or godentag (2d6). If the ogre drops this weapon, one of the others urge it to pick the weapon up again. Ogres are able to throw stones that causes 4-10 damage on a hit (short range 3-8 hexes; medium 9-14; long 15-20), a dozen of which is readied for the ogre to throw if the clan or troop is defending a village or settlement. When with a troop, the ogre have partial armour, usually a metal plate and helmet, granting it a +2 to +4 armour class.

Ogres like orcs, haruchai, cavewights and norkers, and when with these groups the ogre cheerfully does as it's told, commonly remaining with a clan for decades, or with a troop until it is disbanded. They do not get along with goblins, hobgoblins or bugbears. Ogres live for somewhere between 90 and 150 years, though it is rare for one to die of old age.


See Also,
Ancient History
Bestiary
History