Ogre Boss

Ogre Boss

Creature 7

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.