Ogres

Ravenous and Destructive Hulks

Ogres covet three things: grubz, shineyz, and smaaaashing. They are ravenous, brutish, and hulking. Strength and destruction is everything to a group of ogres. Standing within the clan is based on the biggest thing the ogre has smashed. They rely on sheer strength and utilize crude clubs hewn from upended saplings or thick chains ripped from walled settlements.

After a raid, ogres will wantonly destroy anything that isn't immediately useful, and take a special glee in destroying art, books, and other fine things, which they consider useless.

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

Ogre Lore

  • Ogres love to smash anything that isn't immediately edible, usable as a weapon, or sparkly
  • Ogres are impulsive, dim witted, and easily tricked or bribed
  • Ogres were born from fallen giants who lost the mystical connection to their primordial magic
  • Very rarely, a hyper-intelligent ogre is born. These ogres inevitably trick their kin into subservience become known as Ogre Big Brainz

Ogre Statblocks

Ogre

Ogres are massive and brutish ravagers. Their hunger and anger is matched only by their strength and stupidity.

Ogre

Summoned with Foe Foundry

Large Giant (Ogre)

AC 12 (Hide Armor) Initiative -1 (9)

HP 51 (6d10 + 18)

Speed 30 ft.

Mod Save
Str 19 +4 +4
Dex 8 -1 -1
Con 16 +3 +3
Mod Save
Int 5 -3 -3
Wis 7 -2 -2
Cha 7 -2 -2

Senses Passive Perception 8

Languages Common

CR 2 (450 XP; PB +2)

Actions

Bonebreaker Club. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 17 (2d12 + 4) bludgeoning damage. On a hit, the target is pushed up to 10 feet horizontally.

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.

Ogre Wallsmasha

Ogres occasionally uproot whole trees and fashion them into crude battering rams that can smash through walls and anything else dumb enough to get in the way.

Ogre Wallsmasha

Summoned with Foe Foundry

Large Giant (Ogre)

AC 12 (Hide Armor) Initiative -1 (9)

HP 102 (12d10 + 36)

Speed 30 ft.

Mod Save
Str 19 +4 +6
Dex 8 -1 -1
Con 16 +3 +5
Mod Save
Int 5 -3 -3
Wis 6 -2 -2
Cha 7 -2 -2

Senses Passive Perception 8

Languages Common

CR 4 (1,100 XP; PB +2)

Traits

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

Actions

Multiattack. The ogre makes two Bonebreaker Club attacks.

Bonebreaker Club. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 17 (2d12 + 4) bludgeoning damage. On a hit, the target must make a DC 12 Constitution saving throw or be Dazed. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions. A creature that is immune to being Stunned cannot be Dazed

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 27 (5d10) 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.

Bonus Actions

Overrun (1/day). Immediately after the ogre hits an enemy with an attack, it may move up to half its movement without triggering opportunity attacks. If it ends its movement next to another creature, it may make an attack against that creature.

Ogre Burnbelcha

Some ogres ritually imbibe a horrendous and highly flammable concoction that they belch on unsuspecting foes.

Ogre Burnbelcha

Summoned with Foe Foundry

Large Giant (Ogre)

AC 12 (Hide Armor) Initiative -1 (9)

HP 102 (12d10 + 36)

Speed 30 ft.

Mod Save
Str 19 +4 +6
Dex 8 -1 -1
Con 16 +3 +5
Mod Save
Int 5 -3 -3
Wis 7 -2 -2
Cha 7 -2 -2

Senses Passive Perception 8

Languages Common

CR 4 (1,100 XP; PB +2)

Actions

Multiattack. The ogre makes two Bonebreaker Club attacks. It may replace one attack with a use of its Fearsome Roar.

Bonebreaker Club. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 17 (2d12 + 4) bludgeoning damage. On a hit, the target is pushed up to 10 feet horizontally.

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 22 (4d10) fire damage and is Burning [11 (2d10) fire]. On a success, a creatures takes half damage instead.

Fearsome Roar (1/day). The ogre targets up to eight creatures they can see within 60 ft. Each must make a DC 14 Charisma saving throw. On a failure, the affected target is Frightened for 1 minute (save ends at end of turn) and must immediately use its reaction, if available, to move their speed away from the ogre avoiding hazards or dangerous terrain if possible.

Ogre Chaincrakka

Chaincrakka ogres wield deadly chain whips and vicious barbed nets to capture prey for the cooking pots.

Ogre Chaincrakka

Summoned with Foe Foundry

Large Giant (Ogre)

AC 12 (Hide Armor) Initiative -1 (9)

HP 102 (12d10 + 36)

Speed 30 ft.

Mod Save
Str 19 +4 +6
Dex 8 -1 -1
Con 16 +3 +5
Mod Save
Int 5 -3 -3
Wis 6 -2 -2
Cha 7 -2 -2

Senses Passive Perception 8

Languages Common

CR 4 (1,100 XP; PB +2)

Actions

Multiattack. The ogre makes two Bonebreaker Club attacks.

Bonebreaker Club. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 17 (2d12 + 4) bludgeoning damage.

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 14 (4d6) 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.

Bonus Actions

Overrun (1/day). Immediately after the ogre hits an enemy with an attack, it may move up to half its movement without triggering opportunity attacks. If it ends its movement next to another creature, it may make an attack against that creature.

Stunning Blow (Recharge 6). Immediately after the ogre hits with a weapon attack, it may force the target to succeed on a DC 14 Constitution save or be Stunned until the end of the the ogre's next turn.

Ogre Big Brainz

Ogre Big Brainz are rare freaks among their brutish kin, born with wicked cunning and gifted with dark, unnatural powers. They inevitably trick and manipulate their dim kin into subservience and often lead a pack of ogres.

Ogre Big Brainz

Summoned with Foe Foundry

Large Giant (Ogre)

AC 16 (Unholy Armor) Initiative +0 (10)

HP 127 (15d10 + 45)

Speed 30 ft., fly 30 ft.(hover)

Mod Save
Str 18 +4 +4
Dex 10 +0 +0
Con 16 +3 +6
Mod Save
Int 18 +4 +7
Wis 13 +1 +4
Cha 15 +2 +5

Skills Investigation +7, Perception +4

Senses Passive Perception 14

Languages Common

CR 7 (2,900 XP; PB +3)

Traits

Curse of Vengeance. Whenever a creature hits the ogre with an attack it must make a DC 13 Charisma saving throw. On a failure, the creature becomes Cursed with a curse of vengeance. Whenever a cursed creature hits the ogre with an attack, it takes 3 necrotic damage for each creature suffering the curse.

Actions

Multiattack. The ogre makes three Nightmare Shards or Cursed Grasp attacks. It may replace two attacks with a use of its Spellcasting.

Nightmare Shards. Ranged Spell Attack: +7 to hit, range 90ft., one target. Hit 18 (4d6 + 4) psychic damage. On a hit, the target's movement speed is reduced by a cumulative 10 feet until the end of its next turn.

Cursed Grasp. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage and 3 (1d6) psychic damage.

Spellcasting. The ogre casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

1/day each: Charm Person (3rd), Lightning Bolt, Greater Invisibilityc

Reactions

Identify Weakness. When an ally that the ogre can see misses an attack against a hostile target, the ogre can make an Investigation check with a DC equal to the hostile target's AC. On a success, the attack hits instead of missing.

 Ogre Big Brainz - cunning ogre sorcerer manipulating dim-witted Ogres

Ogre Encounter Ideas

  • Three Ogres (an Ogre Burnbelcha, Ogre Chaincrakka, and Ogre Wallsmasha) have set up camp overlooking the only road through a treacherous pass. They argue over who gets the first bite of a stew they plan to make of a group of tied up dwarves.
  • A large, crude signpost warns travelers of a toll ahead. There are multiple mangled humanoid bodies nailed to the sign. Those who don't pay enough get added to the post. The Ogre tollkeeper waiting nearby is convinced it owns this entire road and everything on it.
  • The party stumbles into a sunken glade where an Ogre Burnbelcha sleeps under a mound of hides, with one meaty arm splayed out over the corpse of a crushed traveler. The corpse still clutches a valuable scroll or magic item.
  • The players find a ruined campsite littered with barrels and bones. An Ogre, seated in a massive mudhole, slurps ale and chews sheep bones. Drunk and bloated, it challenges the PCs to a drinking contest. Refusal would be unwise.

Ogre Adventure Ideas

  • A mining town reports strange tremors below and vanishing workers, kidnapped by a hungre Ogre that has recently made the mines its den.
  • The PCs have been hired to protect a trade caravan on a once-safe route where many caravans have gone missing of late. The culprit is a band of Ogres driven out of their hinterland caves by a fearsome Hydra. The ogres want help restoring their den in return for leaving the trade route alone.
  • A Priest hires the party to investigate what happened to all the villagers of nearby hamlet who haven't been seen since the last feast day. Unfortunately, an Ogre crashed the feast, ate all the food, and the townsfolk as well.
  • An Orc Warchief has sent emissaries to all the scattered Ogre clans in the hinterland hills to recruit them to his cause, promising vast spoils of war. The PCs must win over the ogres or prevent their recruitment lest the entire kingdom be overrun. A particularly cunning Ogre Big Brainz seeks to play both sides against each other for his benefit.