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Ogre Hurler

Ogres embody brutish, amoral violence and cruelty.

Recall Knowledge - Humanoid (Society): DC 21
Unspecific Lore: DC 19
Specific Lore: DC 16

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 HurlerCreature 5

Legacy Content

Uncommon NE Large Giant Humanoid 
Source Pathfinder Encounter: Heaving Kobolds pg. 0
Perception +12; darkvision
Languages Draconic, Jotun
Skills Athletics +16, Intimidation +11
Str +6, Dex +1, Con +4, Int -2, Wis +0, Cha -1
Items spear (3)
AC 21; Fort +16, Ref +13, Will +10
HP 80
Speed 25 feet
Melee [one-action] fist +16 [+11/+6] (reach 10 feet), Damage 2d6+2+8 bludgeoning plus GrabMelee [one-action] spear +16 [+11/+6] (reach 10 feet), Damage 1d6+2+8 piercingRanged [one-action] spear +11 [+6/+1] (thrown 20 feet), Damage 1d6+2+8 piercingToss Kobold [two-actions] Requirements A kobold is within 10 feet of the ogre; Effect The ogre picks up the kobold and hurls it at another creature within 30 feet. This ranged Strike has a +14 attack modifier and deals 2d8+6 bludgeoning damage. The kobold takes half the damage dealt to the target and is prone.

All Monsters in "Ogre"

NameLevel
Ogre Boss7
Ogre Glutton4
Ogre Hurler4
Ogre Warrior3

Ogre

Source Bestiary pg. 252
Ogres embody brutish, amoral violence and cruelty. Standing 10 feet tall and densely muscled, ogres are as strong as they are cruel. Ogres are sadists that enjoy remorseless murder, torture, degradation, and mutilation in all of its forms. Although they prefer to vent their violent urges on smaller humanoids— the smaller and more beautiful, the better—ogres promise a horrifying fate for anyone unlucky enough to fall within their meaty grasp. But for all their creativity in developing methods of violence, ogres often remain too dim-witted to realize that their playthings lack an ogre’s robust fortitude and high pain tolerance, so most captives die far sooner than the ogres might prefer. Such a fate is perhaps preferable however, as those who survive too long as ogres’ playthings suffer lasting mental scars from the horrifying abuse. A captive able to keep their wits can sometimes trick the brutes by promising treasure, meatier captives, or other crude amusements, taking advantage of an ogre’s limited intellect to engineer opportunities to escape.

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. Ogres practice incest regularly, believing that it makes for stronger familial bonds, and most ogres are misshapen or mutated from generations of inbreeding. The most powerful ogre in any family is the “boss”—usually the family’s patriarch or matriarch—while other ogres in the family learn to 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. These lairs are filthy and frequently contain all-too-recognizable evidence of their depravity.

Sidebar - Treasure and Rewards Ogre Treasure

Ogre warrens are hideous 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.