dave2008
Legend
Ogre Warhulk
Large giant, chaotic neutral
Armor Class 15 (half plate)
Hit Points 95 (10d10+40; bloodied 47)
Speed 40 ft.
Savings Throws Str +6, Con +6, Wis +2
Skills Athletics +8, Intimidation +6
Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant
Challenge 4 (1,100 XP) Proficiency Bonus +2
Skewer. The ogre adds 5 (1d10) piercing damage to its pike attack against prone targets.
ACTIONS
Multiattack. The ogre makes two pike or greatclub attacks.
Pike. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft., or range 30/120 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target must make a DC 14 Strength saving throw or be pushed 10 feet or knocked prone, the Ogre’s choice.
BONUS ACTIONS
Sweep (Recharge 4-6). The ogre swings its pike through the battle field in a 10-foot radius semicircle centered on it. Each target in the area must make a DC 14 Dexterity saving throw or be knocked prone.
Large giant, chaotic neutral
Armor Class 15 (half plate)
Hit Points 95 (10d10+40; bloodied 47)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 12 (+1) | 18 (+4) | 7 (-2) | 10 (+0) | 12 (+1) |
Savings Throws Str +6, Con +6, Wis +2
Skills Athletics +8, Intimidation +6
Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant
Challenge 4 (1,100 XP) Proficiency Bonus +2
Skewer. The ogre adds 5 (1d10) piercing damage to its pike attack against prone targets.
ACTIONS
Multiattack. The ogre makes two pike or greatclub attacks.
Pike. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft., or range 30/120 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target must make a DC 14 Strength saving throw or be pushed 10 feet or knocked prone, the Ogre’s choice.
BONUS ACTIONS
Sweep (Recharge 4-6). The ogre swings its pike through the battle field in a 10-foot radius semicircle centered on it. Each target in the area must make a DC 14 Dexterity saving throw or be knocked prone.
Last edited: