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    Ogren

    This humanoid stands over seven feet tall, its features an amalgam of goblin and ogre. Coarse brown hair covers its sickly yellowish hide, though its hideous face remains entirely hairless, except for the long, knotted tangle of greasy hair spilling from its head. It stares coldly with deep-set eyes the color of pitch.

    Ogren CR 1

    XP 400
    NE Medium humanoid (ogren)
    Init +0; Senses darkvision 30 ft.; Perception +2

    DEFENSE

    AC 16, touch 10, flat-footed 16 (+4 armor, +2 natural)
    hp 13 (2d8+4)
    Fort +5, Ref +0, Will +0

    OFFENSE

    Speed 30 ft.
    Melee longspear +5 (1d8+3 x3 crit)

    STATISTICS

    Str 17, Dex 11, Con 14, Int 10, Wis 11, Cha 8
    Base Atk +1; CMB +4; CMD 14
    Feats Weapon Focus (longspear)
    Skills Perception +2, Stealth +4; Racial Modifiers +2 Stealth
    Languages Common, (Giant or Goblin - 50% of either)
    SQ ogre blood
    Gear hide armor, longspear

    TACTICS

    Ogrens pride themselves on combat and employ varying tactics and strategies when engaged in such affairs. Ogrens prefer straightforward tactics to ambush and chicanery, though if outmatched, they are not above employing such tactics. Ogrens usually use gang tactics in battle and prefer unmatched odds where they clearly have the upper hand (three- or four-on-one suits them just fine).

    Morale Ogrens rarely if ever back down from a fight as they are taught that cowardice is equal to weakness. However, they are also taught that it is foolish to fight while your enemy clearly has the advantage and backing away is ok, so long as the odds are made even (or at least turned in the ogren's favor) the next time the two meet.

    SPECIAL ABILITIES

    Ogre Blood (Ex)

    Fifty percent of ogren have enough ogre blood in their veins to qualify as ogres. Those that qualify are considered ogres for all special abilities and effects.

    Source
    Tome of Horrors Complete
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    Ogren Characters

    • Strength +6, Constitution +4, Charisma -2. Ogren leaders tend to be barbarians. Ogren clerics are usually adepts and are known as shamans among their clans. Ogrens worship Tushnak "The Totem God" and can choose from two of the following domains: Animal, Earth, and Evil.
    • Speed: Base speed is 30 feet.
    • Darkvision: Ogren have darkvision to a range of 30 feet.
    • Racial Hit Dice: An ogren begins with two levels of humanoid, which provide 2d8 HD, a base attack bonus of +1, and base save bonuses of Fort +3, Ref +0, and Will +0.
    • Racial Skills: An ogren's humanoid levels give it skill points equal to 5 x (2 + Int modifier).
    • Racial Feats: An ogren's humanoid levels give it one feat.
    • AC bonus: +2 natural AC
    • Ogre Blood 50% of all ogren are consider ogres for purposes of determining special abilities and effects.
    • Skills: +2 racial bonus to Stealth checks.
    • Languages: Common and Goblin or Giant (50% chance for either). Ogrens with high Intelligence can choose from the following languages: Elven, Goblin or Giant (whichever isn't an automatic language), Orc, and Sylvan.