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Ogre

Large, brutish, ugly humanoids standing 9-10 feet tall

giant-kin humanoid giant chaotic mercenary

Basic Fantasy Role-Playing Game

BFRPG

Armor Class15 (12)
Hit Dice4+1
Number Appearing1d6, Wild 2d6, Lair 2d6
Attacks1 huge weapon
Damage2d6
Movement30' Unarmored 40'
Save AsFighter: 4
Morale10
XP240
Treasure TypeC + 1d20x100 gp
Ogres appear as large, very ugly humans. Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor. Ogres are brutish and aggressive, but inherently lazy. They employ direct attacks in combat, typically using large clubs, axes, or pole arms, generally causing 2d6 damage. If normal weapons are employed, an ogre has a +3 bonus to damage due to strength. If an ogre fights bare-handed, it does 1d8 subduing damage per hit.

Special Abilities

Strength bonus: If normal weapons are employed, an ogre has a +3 bonus to damage due to strength.
Unarmed combat: If an ogre fights bare-handed, it does 1d8 subduing damage per hit.

Variants

Pack Leader (one out of every six ogres)

Ogres gain a +1 bonus to their morale if they are led by a pack leader.

Hit Dice6+1
XP500
Ogre Bully (in ogre lairs of 10 or greater)

Ogre bullies generally wire together pieces of chainmail to wear over their hides. Ogres gain +2 to morale so long as the ogre bully is present (and alive).

Armor Class17 (13)
Hit Dice8+2
Damage+4 bonus to damage due to strength
Movement20'
XP875
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License

Other Sources

Old-School Essentials Classic Fantasy
Armor Class5 [14]
Hit Dice4+1 (19hp)
Number Appearing1d6 (2d6)
Attacks1 × club (1d10)
THAC015 [+4]
Movement90' (30')
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale10
AlignmentChaotic
XP125
Treasure TypeC + 1,000gp
Frightful humanoids, 8–10’ tall, dressed in animal hides. Often dwell in caves.

Special Abilities

Sack: Outside of the lair, carry a sack containing 1d6 × 100gp.
Hate neanderthals: Attack on sight.
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License
OSRIC
Armor Class5
Hit Dice4+1
Number Encountered2d10
Attacks1
Damage1d10 or weapon
Move90-ft
AlignmentChaotic evil
IntelligenceLow
XP3/95+5/hp
SizeLarge (9-ft+)
FrequencyCommon
Lair20%

Ogres are malicious beings who live in all environments, whether above or below ground. They have affinity with hill giants and trolls, and often can be found with them. Additionally, ogres love wealth, and will hire themselves out to other creatures toward this end.

When encountering ogres in their lair, there will be an additional 2d6 females and 2d4 young. The lair will contain slaves or prisoners 30% of the time. When capturing other beings, 25% of the time they are used as slaves where as the unlucky majority, or 75%, find their way to the supper table.

Despite their low intelligence, ogres are social creatures and speak orc, troll, and the language of hill giants in addition to their own language and alignment tongue.

Description: Aside from the elusive unhealthy purple coloured ogre, most ogres have skin that is dull yellow or dark brown. They have black-green or blue-black hair, and their skin is covered in dark wart-like bumps. They have purple eyes and white pupils, and their hard, thick nails and teeth are orange and sometimes black. Ogres live at least 90 years. They don furs or other animal hides, and their (often) mercenary lifestyle requires that they maintain their weapons and armour in decent condition.

Treasure: Individual: 20d4 gp; Lair: 1d3×1,000 gp (30%), 5d8 gems (40%), 2 magic items (10%), 2d4 potions (40%)

Special Abilities

Weapon bonus: When attacking by weapon, standard ogres receive +2 to damage while their more powerful leaders get +3 and a chief receives +4.

Variants

Leader (in groups of 11 or more)

In a group of 11 or more ogres, one is a leader and is slightly more powerful (attack capability equal to a 7 HD monster, 33 hit points, AC 3, and damage of 2d6). Groups of 16 or greater ogres will have two of these leaders.

Armor Class3
Hit Dice7
Damage2d6 or by weapon+3
Chief (in groups of 16 or more)

The chief also attacks as a 7 HD monster, but inflicts 1d10+4 hit points of damage and has an AC of 4.

Armor Class4
Hit Dice7
Damage1d10+4 or by weapon+4
Female (in lair (2d6))

When encountering ogres in their lair, there will be an additional 2d6 females. Females deliver 2d4 hit points of damage and have 4d6+1 hit points.

Damage2d4
Young (in lair (2d4))

Children have the same capabilities as goblins.

Fights as goblin