This creature’s python-thick apish arms and stumpy legs conspire to drag its dirty knuckles through the wet grass and mud. The stooped giant blinks its dim eyes and an excess of soupy drool spills over its bulbous lips. Its misshapen features resemble a man’s face rendered in watercolor, then distorted by a careless splash. It snarls as it charges, a sound the offspring of bear and man might make, showing flat black teeth well suited for grinding bones to paste.

Ogre CR 3

XP 800
CE Large humanoid (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +5


AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, –1 size)
hp 30 (4d8+12)
Fort +6, Ref +0, Will +3


Speed 30 ft. (40 ft. base)
Melee greatclub +7 (2d8+7)
Ranged javelin +1 (1d8+5)
Space 10 ft.; Reach 10 ft.


Before Combat Ogres rarely lay ambushes, and when they do, it’s not so much because they are crafty as because they are lazy. If they can kill a man with a well-thrown javelin, they don’t have to fight or chase him down.

During Combat Once battle is joined, ogres wade into the thick of melee, swinging their clubs at any target that presents itself.

Morale When their prey turns out to be more dangerous than they thought, the rare moment of good sense seizes ogres; they flee if reduced to less than 5 hp.


Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Perception +5
Languages Giant


Environment temperate or cold hills
Organization solitary, pair, gang (3–4), or family (5–16)
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)

Stories are told of ogres—horrendous stories of brutality and savagery, cannibalism and torture. Of rape and dismemberment, necrophilia, incest, mutilation, and all manners of hideous murder. Those who have not encountered ogres know the stories as warnings. Those who have survived such encounters know these tales to be tame compared to the truth.

An ogre revels in the misery of others. When smaller races aren’t available to crush between meaty fists or defile in blood-red lusts of violence, they turn to each other for entertainment. Nothing is taboo in ogre society. One would think that, left to themselves, an ogre tribe would quickly tear itself apart, with only the strongest surviving in the end—yet if there is one thing ogres respect, it is family.

Ogre tribes are known as families, and many of their deformities and hideous features arise from the common practice of incest. The leader of a tribe is most often the father of the tribe, although in some cases a particularly violent or domineering ogress claims the title of mother. Ogre tribes bicker among themselves, a trait that thankfully keeps them busy and turned against each other rather than neighboring races. Yet time and again, a particularly violent and feared patriarch rises among the ogres, one capable of gathering multiple families under his command.

Regions inhabited by ogres are dreary, ugly places, for these giants dwell in squalor and see little need to live in harmony with their environment. The borderland between civilization and ogre territory is a desperate realm of outcasts and despair, for here dwell the ogrekin, the deformed offspring and results of frequent ogre raids against the lands of the smaller folk.

Ogre games are violent and cruel, and victims they use for entertainment are lucky if they die the first day. Ogres’ cruel senses of humor are the only way their crude minds show any spark of creativity, and the tools and methods of torture ogres devise are always nightmarish.

An ogre’s great strength and lack of imagination makes it particularly suited for heavy labor, such as mining, forging, and clearing land, and more powerful giants (particularly hill giants and stone giants) often subjugate ogre families to serve them in such regards.

A typical adult ogre stands 10 feet tall and weighs roughly 650 pounds.

Ogre Variants

Some ogres’ inbreeding results in different appearances than the standard one described above.

Pickin (CR +0)

Source: PRG:MC

Pickin ogres grow tall and lean like dead trees, and their fingers end in bony protrusions. They have thick, bark-like skin and spiked growths all over their bodies, and their hands end in sharp, thorn-like claws.

Quick Rules: +2 on AC, –1 hp/HD, and –1 on Fortitude saves and Constitution checks; gains 2 claw attacks (1d6); +4 racial bonus on Stealth checks in forests.

Rebuild Rules: Ability Scores –2 Constitution, +2 natural armor bonus; Attacks gains 2 claw attacks (1d6); Special +4 racial bonus on Stealth checks in forests.

Thicken (CR +0)

Source: PRG:MC

Thicken are recognized by their gigantically over-sized heads and huge mouths that take up more than half their puffy faces (these ogres gain a secondary bite attack).

Quick Rules: –1 to AC, ranged attack rolls, initiative, and Dexterity-based skills; gains a bite attack (1d8).

Rebuild Rules: Ability Scores –2 Dexterity; Attacks gains a bite attack (1d8) .

Shaggra (CR +1)

Source: PRG:MC

Shaggras are a bizarre band of forest-dwelling ogres covered in dark fur that reeks of musk. Their long, matted fur has a freakish life of its own, undulating and even grabbing at enemies. They have stunted legs and massive, over-sized arms, similar to apes. They move on all fours and smash enemies with their giant fists.

Quick Rules: +2 on all attack rolls, damage rolls, and Strength checks; gains two slam attacks (1d6); gains the grab and constrict monster special abilities.

Rebuild Rules: Ability Scores +4 Strength; Attacks gains 2 slam attacks (1d6, grab, constrict); Special Abilities grab, constrict.

Degenerate Ogres

Source: PCh:CMR

Other tribes inbreed with such tenacity and enthusiasm that their already fragile gene pool buckles under the strain. Over time, these degenerate ogres turn feral, go blind, and develop grossly bulging limbs and chests.

Example: Degenerate ogre

Ogre Feats

Following are a few feats unique to ogres.


Source: PCh:CMR

Ogres are big brutes, but some among them excel at hunting human prey in the dead of night and murdering them quietly.

Prerequisites: Stealthy, darkvision, Large or larger.

Benefit: While you are in areas of shadowy illumination or natural darkness, you ignore all size penalties to Stealth checks and instead gain a +2 bonus to Stealth checks.

Quick At Hand

Source: PCh:CMR

When enraged, ogres tend to grab the closest heavy objects and bring them to bear.

Prerequisite: Ogre.

Benefit: You may use any item as an improvised melee or ranged weapon without penalty.

Section 15: Copyright Notice

Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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