Meaner and Funnier Ogres for 5E

Tired of Boring Ogres?

Most Ogres in 5E are just bags of hit points with clubs.

They swing once or twice, grunt, and die. That’s not terribly interesting. What if ogres were funny, terrifying, and actually memorable?

Foe Foundry reimagines ogres from the ground up. These brutes are flavorful, fast to use, and packed with interesting powers and mechanics.

➡️ See the full ogre collection

5E Ogre monster illustration — hulking brute wielding a massive club


What Makes a Good Ogre?

Even though Ogres themselves are dumb, it doesn't mean they need to have bland statblocks. Ogre powers and abilities should play up their strengths (massive hulking brutes who love to smash) and also their weaknesses (incredibly dumb).

Here’s a taste of the ogres you’ll find in Foe Foundry:

  • Ogre – A brutish ravager who fights on hunger and instinct
  • Ogre Wallsmasha – Uses uprooted trees as battering rams and loves to break things
  • Ogre Burnbelcha – Belches flammable sludge mid-battle
  • Ogre Chaincrakka – Nets and whips prey for the stew pot
  • Ogre Big Brainz – A schemer who leads with brains, not brawn

➡️ See all 5 Ogre statblocks →


Top 5 Unique Ogre Powers

Wallsmasha

Traits

Wallsmasha. The ogre deals double damage to objects and structures.

Actions

SMAAASH! (Recharge 6). The ogre swings its club at a point it can see within 10 feet. Each other creature or object within 10 feet must make a DC 14 Dexterity saving throw. On a failure, creatures take 11 (2d10) bludgeoning damage and are knocked Prone. On a success, they take half damage instead. If the ogre destroys a medium-sized or larger object with this ability, it recharges this ability immediately.

What's more iconic than an ogre smashing things? Wallsmasha is a fun power that encourages your ogres to break things left and right. Pair this up with an Ogre Wallsmasha for some fun times.

Chaincrack

Actions

Chaincrack (Recharge 5-6). The ogre swings its chain at up to three creatures within 30 feet. The targeted creatures must make a DC 12 Strength saving throw. On a failure, a creature takes 7 (2d6) bludgeoning damage and is Dazed until the end of its next turn. On a success, a creatures takes half damage instead. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions.

The Chaincrack power adds a bit of controlling elements to the otherwise brutish Ogre Chaincrakka.

Burnbelch

Actions

Burnbelch (1/day). The ogre exhales a 15-foot cone of highly flammable volatiles. Each creature in that area must make a DC 14 Dexterity saving throw. On a failure, a creatures takes 11 (2d10) fire damage and is Burning [5 (1d10) fire]. On a success, a creatures takes half damage instead.

With Burnbelch, the Ogre Burnbelcha can spew up a volatile flaming brew onto a group of enemies and light them on fire.

Big Windup

Reactions

Big Windup. Whenever a creature hits the ogre with a melee attack, The ogre readies a powerful strike against its attacker. the ogre has advantage on the next attack it makes against the attacker before the end of its next turn.

Be sure to telegraph Big Windup so the PCs have a chance to counter-play, perhaps by distracting the ogre.

Grab and Go

Actions

Grab and Go (Recharge 5-6). The ogre attempts to grab a creature within 5 feet. The target must succeed on a DC 14 Strength saving throw or take 10 (3d6) bludgeoning damage and be flung. The ogre whirls the creature wildly as a club, forcing each other creature within 10 feet to make a DC 14 Dexterity saving throw, taking half the bludgeoning damage on a failure. A creature that fails either saving throw is also pushed 10 feet away and knocked Prone.

Grab and Go is a fun power where the ogre picks up a nearby foe and swings it around like a club.

➡️ Discover all their monstrous tricks →


Drop-In Encounter Seeds

Quick scenes you can drop right into your next session:

  • An ogre in a mudhole challenges the PCs to a drinking contest
  • A tollkeeper ogre guards a pass - pay or get nailed to the signpost
  • A Burnbelcha snores in a glade, curled around a half-burnt corpse clutching a magic item

➡️ More ogre encounters (ready to run) →


Ogre Adventure Hooks

Ogres can do more than hit things. They can shape an entire arc:

  • A band of ogres driven out by a hydra wants help reclaiming their lair
  • A hamlet vanished after a feast — the ogre ate everything
  • An orc warlord recruits ogre clans… unless the players stop him

➡️ Steal a full mini-arc for your campaign →


Why These Ogres Work

  • Designed for fast, brutal fights
  • Memorable abilities that reward creativity
  • Built for storytelling and chaos, not just damage numbers

Try Foe Foundry’s Ogres Tonight

Summon your first monster and see why GMs love Foe Foundry's unique powers and monsters.

➡️ Explore all ogres now →