Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidate +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items breastplate, javelin (6), +1 ogre hook
AC 25; Fort +17, Ref +12, Will +15
HP 130
Attack of Opportunity
Speed 25 feet
Melee ogre hook +19 (deadly 1d10, reach 10 feet, trip), Damage 1d10+11 piercing
Ranged javelin +12 (thrown 30 feet), Damage 1d6+11 piercing
Bellowing Command (auditory, fear, linguistic) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally’s next turn, but can use the extra action only to Step or Stride.
Sweeping Hook Trigger The ogre boss successfully Trips a creature using an ogre hook. Effect The ogre boss makes an ogre hook Strike against the creature they tripped.
Ogre Boss
In ogre society, might makes more than right—it makes the rules. The strongest or most violent ogre in a family (in most cases, this is the same ogre) is invariably that family’s boss. Quick to hook fallen foes on their weapons, even other ogres fear the repercussions of displeasing an ogre boss. When an ogre boss barks out commands, the other members of the family move quickly to obey.