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General Tabletop Discussion
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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 5431358" data-attributes="member: 2012"><p><strong><span style="color: DarkOrange">OGRE, EARTH</span></strong></p><p><strong>Large Outsider (Native)</strong></p><p><strong>Hit Dice:</strong> 4d8+16 (34 hp)</p><p><strong>Initiative:</strong> -2</p><p><strong>Speed:</strong> 30 ft. in hide armor (6 squares); base speed 40 ft</p><p><strong>AC:</strong> 18 (-1 size, -2 Dex, +8 natural, +3 hide armor), touch 7, flat-footed 18</p><p><strong>Base Attack/Grapple:</strong> +3/+14</p><p><strong>Attack:</strong> Stone war-mallet +10 melee (2d6+10)</p><p><strong>Full Attack:</strong> Stone war-mallet +10 melee (2d6+10)</p><p><strong>Space/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Attacks:</strong> Spell-like abilities</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., low-light vision, immune to disease and earth-based effects, +4 bonus on Fortitude saves against poison</p><p><strong>Saves:</strong> Fort +8, Ref -1, Will +1</p><p><strong>Abilities:</strong> Str 25 (+7), Dex 6 (-2), Con 19 (+4), Int 6 (-2), Wis 10 (+0), Cha 7 (-2)</p><p><strong>Skills:</strong> Climb +15, Concentration +7, Knowledge (the planes) +1, Listen +7, Spot +7, Survival +4</p><p><strong>Feats:</strong> Toughness, Weapon Focus (stone war mallet)</p><p></p><p><strong>Continent/Region:</strong> Any</p><p><strong>Environment:</strong> Any land or underground</p><p><strong>Organization:</strong> Solitary, pair, gang (3–4), or band (5–8)</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +6</p><p></p><p>These large giant-like outsiders are an offshoot race of ogres that have been blessed by dark magic infused into them by Hergund. They are the Evil Elemental Prince’s servants across Kulan and are completely loyal to him. It is Hergund who blesses their clerics & shamans with spells and rarely will an earth ogre worship Vaprak.</p><p></p><p>Earth ogres look and behave much like normal ogres do except that they are stronger then ogres and their hair & skin is always dark brown to slate black in color. Their eyes are uniformly black in color with no discernible irises or pupils.</p><p></p><p>Earth ogres speak Terran, and those specimens who boast Intelligence scores of at least 10 also speak Undercommon.</p><p></p><p><strong>Combat</strong></p><p>Earth ogres are incredibly strong but lack maneuverability as the magic of the Elemental Plane of Earth flows ponderously through their thick blood. Earth ogres attack with powerful stone war-mallets, which are as hard as any metal weapon. (Treat these mallets as large stone warhammers with hardness as per a metal weapon.)</p><p></p><p>Earth ogres will use their soften earth and stone spell-like ability to trap opponents and then either move in to strike with their war mallets or throw magic stones.</p><p></p><p><em>Spell-like Abilities</em>: 1/day – <em>magic stone</em>, <em>soften earth and stone</em>. These abilities are as the spells cast by a 4th-level cleric.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 5431358, member: 2012"] [B][COLOR="DarkOrange"]OGRE, EARTH[/COLOR][/B] [B]Large Outsider (Native)[/B] [B]Hit Dice:[/B] 4d8+16 (34 hp) [B]Initiative:[/B] -2 [B]Speed:[/B] 30 ft. in hide armor (6 squares); base speed 40 ft [B]AC:[/B] 18 (-1 size, -2 Dex, +8 natural, +3 hide armor), touch 7, flat-footed 18 [B]Base Attack/Grapple:[/B] +3/+14 [B]Attack:[/B] Stone war-mallet +10 melee (2d6+10) [B]Full Attack:[/B] Stone war-mallet +10 melee (2d6+10) [B]Space/Reach:[/B] 10 ft. / 10 ft. [B]Special Attacks:[/B] Spell-like abilities [B]Special Qualities:[/B] Darkvision 60 ft., low-light vision, immune to disease and earth-based effects, +4 bonus on Fortitude saves against poison [B]Saves:[/B] Fort +8, Ref -1, Will +1 [B]Abilities:[/B] Str 25 (+7), Dex 6 (-2), Con 19 (+4), Int 6 (-2), Wis 10 (+0), Cha 7 (-2) [B]Skills:[/B] Climb +15, Concentration +7, Knowledge (the planes) +1, Listen +7, Spot +7, Survival +4 [B]Feats:[/B] Toughness, Weapon Focus (stone war mallet) [B]Continent/Region:[/B] Any [B]Environment:[/B] Any land or underground [B]Organization:[/B] Solitary, pair, gang (3–4), or band (5–8) [B]Challenge Rating:[/B] 5 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually chaotic evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +6 These large giant-like outsiders are an offshoot race of ogres that have been blessed by dark magic infused into them by Hergund. They are the Evil Elemental Prince’s servants across Kulan and are completely loyal to him. It is Hergund who blesses their clerics & shamans with spells and rarely will an earth ogre worship Vaprak. Earth ogres look and behave much like normal ogres do except that they are stronger then ogres and their hair & skin is always dark brown to slate black in color. Their eyes are uniformly black in color with no discernible irises or pupils. Earth ogres speak Terran, and those specimens who boast Intelligence scores of at least 10 also speak Undercommon. [B]Combat[/B] Earth ogres are incredibly strong but lack maneuverability as the magic of the Elemental Plane of Earth flows ponderously through their thick blood. Earth ogres attack with powerful stone war-mallets, which are as hard as any metal weapon. (Treat these mallets as large stone warhammers with hardness as per a metal weapon.) Earth ogres will use their soften earth and stone spell-like ability to trap opponents and then either move in to strike with their war mallets or throw magic stones. [I]Spell-like Abilities[/I]: 1/day – [I]magic stone[/I], [I]soften earth and stone[/I]. These abilities are as the spells cast by a 4th-level cleric. [/QUOTE]
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