Ogres belittle those who value smarts over strength, but clever ogres find their own paths to power.
Ogre Priest CR 4
Speed 30 ft.
Melee mwk greatsword +11 (3d6+10/19–20)
Ranged javelin +1 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks channel negative energy 1/day (DC 9, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +3)
4/day—strength surge (+1), vision of madness (+/–1)
Cleric Spells Prepared (CL 2nd; concentration +3)
D domain spell; Domains Madness, Strength
Str 25, Dex 6, Con 19, Int 8, Wis 12, Cha 7
Base Atk +4; CMB +12; CMD 20
Feats Combat Casting, Iron Will, Power Attack
Skills Perception +7, Spellcraft +4
Combat Gear potion of cure light wounds, potion of invisibility, scroll of cure moderate wounds, alchemist’s fire (2); Other Gear mwk breastplate, javelins (3), mwk greatsword, amulet of natural armor +1, unholy symbol, 157 gp
Strength Surge (Sp; Domain Ability)
As a standard action, the ogre priest can touch a creature to give it great strength. For 1 round, the target gains a +1 enhancement bonus to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. The ogre priest can use this ability 4 times per day.
Vision of Madness (Sp; Domain Ability)
The ogre priest can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a +1 bonus to the chosen rolls and a -1 penalty to the other two types of rolls. This effect fades after 3 rounds. The ogre priest can use this ability 4 times per day.
Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.