Difference between revisions of "Ogre"

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| name = Ogre
 
| name = Ogre
 
| species = humanoid
 
| species = humanoid
| noapp = 2–8
+
| noapp = 1–8
 
| behaviour = solitary
 
| behaviour = solitary
 
| range = alpine, desert, steppe,<br>subterranean, woodland
 
| range = alpine, desert, steppe,<br>subterranean, woodland
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| attack = fist or weapon
 
| attack = fist or weapon
 
| dmg = 1–12 or by weapon type
 
| dmg = 1–12 or by weapon type
| special = [[Strength (ability stat)|strength]] 18/00
+
| special = [[Strength (ability stat)|strength]] 18/00, [[Throw Stones|throw stones]]
 
}}
 
}}
  
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== Behaviour ==
 
== Behaviour ==
 +
Ogres are always male and have no female counterpart; they do not reproduce.  Solitary ogres are are capable within a narrow range of activities, being satisfied with eating, resting and amusing themselves by turning or twirling objects, or by letting animals go in order to recapture them.  If solitary, they will carry a club as a weapon (d8 damage), which gives the benefit of their '''strength bonus (+3 to hit, +6 damage).  If they drop the club, they will forget to pick it up and continue to carry on the fight using their fists.  Once wounded, they will work themselves up to a rage and will fight until unconscious or dead, not understanding that they should run away.
  
'''WORKING...'''
+
When serving humanoid masters, ogres will attach themselves to a [[Clan (group)|clan]] or a [[Troop (unit)|troop]], who will "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 will urge it to pick the weapon up again. Ogres are able to throw stones that will cause 4-10 damage on a hit (short range 3-8 [[Combat Hex|hexes]]; medium 9-14; long 15-20), a dozen of which will be readied for the ogre to throw if the clan or troop is defending a village or settlement.  In turn, the ogre will cheerfully do as it's told, commonly remaining with a clan for decades, or with a troop until it is disbanded. Ogres live for somewhere between 90 and 150 years, though it is rare for one to die of old age.
Ogres can be found in virtually any terrain, including subterranean places.
+
 
They are ugly-tempered and voracious. Ogres are also fond of treasure,
+
 
and they will sometimes be found serving as mercenaries in the ranks of
+
See [[Bestiary]]
orc tribes or evil clerics or joining with gnolls for a profitable raid. Ogres
 
mingle freely with trolls and some giants, and they are at times enslaved
 
by certain demons.
 
If 11 or more ogres are encountered, there will be one who is a leader
 
(armor class 3,30-33 hit points, attacking as a 7 hit dice creature and doing
 
from 2-12 hit points damage/attack). If 16 or more are encountered there
 
will be 2 such leaders plus 1 additional ogre, a chieftain with armor class 4,
 
34-37 hit points, and attacking as a 7 hit dice monster and doing 4-14 hit
 
points damage/attack.
 
(If weapon type is used to determine damage/attack, give a standard
 
bonus of +2 hit points to ogres and leaders/chieftains gain an additional
 
+1/+2 bonus.)
 
If ogres are found in their lair there will be from 2-12 females who fight as
 
normal ogres but do only 2-8 points of damage and take a maximum of 6
 
hit points per hit die. There will also be from 2-8 young who will fight as
 
goblins. Ogres will take prisoners in order to use them as slaves (25%) or
 
food (75%). so there is a 30% chance that an ogre lair will contain 2-8
 
slaves/prisoners. As they are very fond of halfling, dwarf, or elf flesh,
 
there is only a 10% chance that such creatures will be found alive in an
 
ogre lair.
 
Ogres speak their own language as well as that of chaotic evil, orcs. trolls,
 
and stone giants.
 
Description: The hide of ogres varies from dull blackish-brawn to dead
 
yellow. Rare specimens are a sickly violet in color. Their warty bumps are
 
often of different color - or at least darker than their hides. Hair is
 
blackish-blue to dull dark green. Eyes are purple with white pupils. Teeth
 
are black or orange, as are talons. Ogres wear any sort of skins or furs.
 
They care for their arms and armor reasonably well. The life span of an
 
ogre is not less than 90 years.
 

Revision as of 16:23, 5 October 2020

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 fist or weapon
Damage 1–12 or by weapon type
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. Their head is disproportionately large, with abundant hair and an uneven, mottled coloured skin noted for large pockets of fat. Ogres are inordinately strong; they are often presumed to be related to giants, but this is uncertain; they are often confused with hill and stone giants, so that tales related to both giants and ogres are often mixed with one another.

History

Ogres began to appear on Earth between eight and ten thousand years ago, originating uncertainly in the Eastern Sayan Mountains west of Lake Baykal. Ancient hobgoblin, haruchai and orc scholarship is scanty on this origin, but Sarg Griksta of Yaxjasso wrote that ogre groups appeared intermittently over the centuries as though passing through a planar gate, which came to be known as the Orcrest Gate, due to the discovery of rare gems found throughout 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, so that they continue to threaten 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 do not reproduce. Solitary ogres are are capable within a narrow range of activities, being satisfied with eating, resting and amusing themselves by turning or twirling objects, or by letting animals go in order to recapture them. If solitary, they will carry a club as a weapon (d8 damage), which gives the benefit of their strength bonus (+3 to hit, +6 damage). If they drop the club, they will forget to pick it up and continue to carry on the fight using their fists. Once wounded, they will work themselves up to a rage and will fight until unconscious or dead, not understanding that they should run away.

When serving humanoid masters, ogres will attach themselves to a clan or a troop, who will "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 will urge it to pick the weapon up again. Ogres are able to throw stones that will cause 4-10 damage on a hit (short range 3-8 hexes; medium 9-14; long 15-20), a dozen of which will be readied for the ogre to throw if the clan or troop is defending a village or settlement. In turn, the ogre will cheerfully do as it's told, commonly remaining with a clan for decades, or with a troop until it is disbanded. Ogres live for somewhere between 90 and 150 years, though it is rare for one to die of old age.


See Bestiary