Large giant, chaotic evil
- Armor Class 11 (Hide Armor)
- Hit Points 59 (7d10+21)
- Speed 40 ft.
|19 (+4)||8 (-1)||16 (+3)||5 (-3)||7 (-2)||7 (-2)|
- Senses Darkvision 60 Ft., passive Perception 8
- Languages Common, Giant
- Challenge 2 (450 XP)
- Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage.
- Javelin. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.
- Javelin. Ranged Weapon Attack: +6 to hit, reach 30/120 ft., one target. Hit: (2d6 + 4) piercing damage.
- Ogre with a battering ram.
- Ogre with a bolt launcher.
- Ogre with a chain.
- Ogre with a fort on its back.
Apart from upgrading decks for the Ogre Bolt Launcher (12, Woo) and some armor bonuses, they are still Ogres.
What else is an ogre other than a meat shield for the weenies?
They are the brute of brutes. High Strength and Con, Loucy Dex, Loucier Intelligence, and Wisdom. Now, I enjoy the ogre entries in Mordenkainen’s Tome of Enemies. Those at Wizards have dropped four Ogre variants, which is more or less the same:
What Help Do 5e Ogres Need?
Most tear dungeon masters know that a monster is never a challenge to fight PCs. A monster-especially dumb and “Bash Bash Bash!” An ogre – quickly crushed. At the same time, you don’t even want to overtake PCs. It’s all about that balance. If you can challenge your PCs by doing more with less cost, you will achieve it.
TL DR: Don’t put an ogre by itself. Multiple ogres are also a waste of good encounter XP.
Instead, pair them with creatures that complement them, that is, meet their many weaknesses.
These Are The Weaknesses
Low Armor Class: Basic ogres hide wear, but decks have a penalty that almost offset the bonus.
Terrible decks: They are clumsy but not slow because they have 40 feet of movement.
Incredibly bad intelligence: Their intelligence is so low (5!?) That I sometimes wonder if it’s the designers’ fault. Because intelligence is low, they cannot speak two languages too little. And they certainly have no strategies.
Terrible knowledge: The frustrating thing about ogres is that they can train, despite little intelligence. However, their 7 Wisdom means that they are challenging to train and go against basic common sense. Even a mule has wisdom 10.
Bad charisma: And to top it all off? They are somewhat disliked, memorable, and even hideous! Hell, they are just sentimental.
4 Support Monsters for Ogres in D&D 5e
1. Goblin Brute Tamer
Armor Class: 13 (Leather Armor)
Hit Points: 14 (4d6)
The speed is 30 feet.
Capabilities: Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 10 (+0), Wis 8 (- 1), Cha 12 (+1)
Skills: +3, Stealth +6
Senses: Darkvision 60 feet, passive awareness 9
Languages: Common, Goblins
Challenge 1/4 (50 XP)
Nimble Escape: The goblin can act as a bonus action in its every turn, disguising or hiding.
Whip: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
2. Kobold Howdah Hotshot
Armor Class: 12
Hit Points: 7 (3d 6 – 3)
The speed is 30 feet.
Capabilities: Str 7 (-2), Dex 15 (+2), Con 9 (-1), Int 8 (-1), Wis 7 (-2), Cha 8 (-1)
Skills Awareness: +0
Senses: Darkvision 60 feet, passive awareness 10
Languages: common, draconic
Challenge: 1/8 (25 XP)
Sunlight sensitivity: When exposed to sunlight, the Kobold Attack has a disadvantage on rolls, as well as vision-based Wisdom (Perception) checks.
Pack Tactics: If one of Kobold’s friends is within 5 feet of the creature and the ally is incapacitated, Kobold has the advantage of attacking against a beast.
Melee or Ranged Weapon Attack: +4, 5 feet, or 20/60 feet range, to hit a target. Hit: 4 (1d4 + 2) piercing damage.
Escape tricks: If the Ogre Houdou dies inside the Kobold, the Kobold can use its reaction to move 15 feet of the Ogre Houdah to within 5 feet of an unoccupied space without provoking a likely attack.
3. Flame Huggy
Armor Class 13
Hit Points 18 (4d6 +4)
The Speed is 40 feet.
Capabilities Str 7 (-2), Dex 17 (+3), Con12 (+1), Int 6 (-2), Wis 10 (+0), Cha 7 (-2)
Reducing damage resistance from attacks, piercings, and unusual attacks. Damage immunity: fire, poison.
Immune system: fatigue, paralysis, petrified, poisoned, unconscious.
Senses: Darkvision 60 feet, passive awareness 10.
Challenge: 1/2 (100 XP)
Hot body: 5 (1d10) fire damage within 5 feet when a creature hits a hug or hits a melee attack.
Brightness: Huggy sends bright light in a 20-foot radius and dim light in a 40-foot range.
Water susceptibility: Huggy moves in water 1 foot or more every 5 feet, taking 2 (1d4) cold damage.
4. Quickling Infiltrator
Armor: Class 16
10 Hit Points: (3d4 + 3)
The speed is 120 feet
Capabilities: Str 4 (-3), Dex 23 (+6), Con 13 (+1), Int 10 (+0), Wis 12 (+1), Cha 7 (-2)
Skills: Acrobatics +8, Sleet of Hand +8, Stealth +8, Perception +5
Senses: Darkvision 60 feet, passive awareness 15
Language: Common, Sylvan
Challenge: 1 (200 XP)
Vague movement: Quick Attack rolls are disadvantaged or restrained unless they have a disadvantage.
Avoidance: If it succeeds in allowing the ability to make only a quick half-loss, it will do no damage if it succeeds in a saving throw, and only a half-loss if it fails.
Parachute (1 / day): When rapidly falling from a height of 10 feet or more, its descending rate drops to 60 feet per round, it does not take any damage from falling, and may fall to its feet
Multiattack: Makes three dagger attacks quickly.
Dagger: Melee or Ranged Weapon Attack: +8, 5 feet, or 20/60 feet range, to hit a target. Hit: 8 (1d4 + 6) piercing damage.
Hitch a ride: When an ally undergoes a wide-range weapon attack with less than 5 feet, it suffers damage from piercing or injury and uses two or more dice for its damage roll, which can quickly be used to travel ammunition. After a wide-ranging weapon attack, keep a quick hold on any space between the ally and the target (fast option), regardless of whether the attack has occurred.
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