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OGRE BARBARIANEdit

Ogre, 4th-Level Barbarian
Size/Type: Large Giant
Hit Dice: 4d8+19 plus 4d12+16 (79 hp)
Initiative: +0
Speed: 40 ft. in hide armor (8 squares); base speed 50 ft.
Armor Class: 19 (–1 size, +5 natural, +4 +1 hide armor, ring of protection +1),, touch 10, flat-footed 19
Base Attack/Grapple: +7/+19
Attack: +1 greatclub +16 melee (2d8+13) or javelin +6 ranged (1d8+8)
Full Attack: +1 greatclub +16/+11 melee (2d8+13) or javelin +6 ranged (1d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rage 2/day
Special Qualities: Darkvision 60 ft., low-light vision, trap sense +1, uncanny dodge
Saves: Fort +12, Ref +2, Will +2
Abilities: Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4
Skills: Climb +13, Hide –6, Jump +17, Listen +6, Spot +2
Feats: Power Attack, Toughness, Weapon Focus (greatclub)
Environment: Temperate hills
Organization: Solitary, pair, gang (1 plus 1–3 ogres), or band (1 plus 4–7 ogres)
Challenge Rating: 7
Treasure: Standard (including +1 hide armor, +1 greatclub, and ring of protection +1)
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Their inherent bent toward chaos combines with their size and strength to make ogres natural barbarians. Indeed, their leaders are almost always barbarians of low to middle level, monstrous brutes whose fury in battle is truly fearsome. A raging ogre barbarian is an inspiration to other ogres.

COMBATEdit

Marginally more intelligent than his brutish fellows, an ogre barbarian is slightly more likely to enter a fair fight, but in general prefers the brutish tactics common to all its kind. Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.

Rage (Ex): Twice per day, an ogre barbarian can enter a state of fierce rage that last for 9 rounds. The following changes are in effect as long as he rages: AC 17 (touch 8, flat-footed 17); hp 95; Atk +18/+13 melee (2d6+16, +1 greatclub); SV Fort +14, Will +4; Str 30, Con 22; Climb +15, Jump +16. At the end of his rage, the ogre barbarian is fatigued for the duration of the encounter.

Trap Sense (Ex): An ogre barbarian has a +1 bonus on Reflex saves made to avoid traps. He also has a +1 bonus to his AC against attacks by traps.

Uncanny Dodge (Ex): An ogre barbarian retains his Dex bonus to AC regardless of being caught flat-footed or attacked by an invisible opponent. His Dex bonus to AC is +0, but this means that he is not subject to a rogue’s sneak attack in these circumstances.

SEE WIKIPEDIA ENTRY: Ogre



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