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There is a Legacy version here.

PFS StandardOgre Warrior

The simplest of ogres are slabs of muscle with hateful eyes, misshapen visages, and malformed bodies. Always eager for mayhem and murder, ogre warriors are quick to turn on their kin when there's a shortage of smaller folk to torment, so those who lead ogres do their best to keep them constantly distracted with new opportunities for raids and ruin.

Recall Knowledge - Humanoid (Society): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Ogre WarriorCreature 4

Large Giant Humanoid 
Source Monster Core pg. 250
Perception +7; darkvision
Languages Jotun
Skills Athletics +14, Intimidation +11
Str +5, Dex -1, Con +4, Int -2, Wis +0, Cha -2
Items hide armor, javelins (6), ogre hook
AC 19; Fort +13, Ref +8, Will +7
HP 65
Speed 25 feet
Melee [one-action] ogre hook +14 [+9/+4] (deadly d10, reach 10 feet, trip), Damage 1d10+2+7 piercingRanged [one-action] javelin +8 [+3/-2] (thrown 30 feet), Damage 1d6+2+7 piercing

All Monsters in "Ogre"

NameLevel
Ogre Boss7
Ogre Glutton4
Ogre Hurler4
Ogre Warrior3

Ogre

Source Monster Core pg. 250
For many societies, ogres embody brutish, amoral violence and greedy cruelty. Standing 10 feet tall and densely muscled, ogres are usually as strong as they are vicious. The worst ogres are sadists, enjoying remorseless murder, torture, and violence in all of its forms. Although they prefer to vent their violent urges on other humanoids—the smaller the better—ogre captivity can end in a horrifying fate for anyone unlucky enough to fall within their meaty grasp: becoming dinner. But for all their creativity in inflicting pain, ogres often forget that their playthings lack their own robust fortitude and high pain tolerance, and many of their captives die sooner than the ogres might prefer. Meanwhile, those who manage to survive captivity in an ogre's larder often emerge with lasting mental scars. A captive able to keep their wits about them, however, can sometimes trick the brutes by promising treasure, more plentiful food sources, or other crude amusements, taking advantage of an ogre's often-limited intellect to engineer opportunities to escape or gain revenge.

Ogres are social creatures only in the most debased sense. They gather together in groups called families, though members are not always related by blood. The most powerful ogre in any family is the “boss”—usually the family's patriarch or matriarch—whom the other ogres in the family learn to quickly obey or risk being brutalized by the boss's loyal kin. Ogres lair in caves, crumbling ruins, or dilapidated shacks close enough to humanoid settlements or animal trails to make raiding easy. Their lairs are filthy and frequently contain all-too-recognizable evidence of their depravity, along with assorted treasures stolen from past captives.

Sidebar - Treasure and Rewards Grotesque Treasures

Ogre warrens are abattoirs strewn with severed limbs, offal, and dubious stews. Ogres sometimes keep shiny baubles, like jewelry, and they appreciate intimidating weapons and armor, especially those that are large enough for them to use.

Sidebar - Advice and Rules Ogre Hooks

Ogres are known for using immense, curved picks called ogre hooks. These uncommon martial weapons cost 1 gp, deal 1d10 piercing damage, have 2 Bulk, and require two hands to use. Ogre hooks are in the pick weapon group. Ogre hooks have the deadly d10 and trip weapon traits.