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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.

Ogre BossCreature 7

CELargeGiantHumanoid
Source Bestiary pg. 253
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25, Fort +17, Ref +12, Will +15
HP 130
Attack of Opportunity ReactionReaction
Speed 25 feet
Melee Single ActionSingle Action ogre hook +19 (deadly 1d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged Single ActionSingle Action javelin +12 (thrown 30 feet), Damage 1d6+11 piercingBellowing Command Single ActionSingle Action (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 ReactionReaction 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.

All Monsters in "Ogre"

NameLevel
Ogre Boss7
Ogre Glutton4
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.

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.