Degenerate Ogre CR 3
Speed 30 ft. (40 ft. base)
Melee slam +10 (1d6+8), bite +8 (1d6+4)
Ranged rock +1 (1d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks pummel
Before Combat Degenerate ogres attack any creatures they detect without rhyme or reason, or anything remotely resembling a battle plan.
During Combat A degenerate ogre is an unsubtle opponent, closing to melee range with the closest target and pummeling him to paste as soon as possible.
Morale Degenerate ogres never flee from battle.
If a degenerate ogre succeeds on both slam attacks against a single foe it may immediately pummel the target into oblivion, dashing him on the ground like a rag doll or savaging him with fists and a headbutt. The victim takes an additional 2d6+8 damage and must immediately make a DC 20 Fortitude save or be dazed for 1 round.
Utterly Psychotic (Ex)
A degenerate’s inbreeding results in its mind abandoning any semblance of rational thought. They are immune to any mind-affecting effect and know no fear. Also, anyone attempting to commune with a degenerate’s mind either though telepathic communication or similar magic immediately takes 1d6 points of Wisdom damage. Additionally, degenerates do not register pain and ignore any effect that stuns or dazes them. They also fight unhampered until reduced to –10 hp.
Environment temperate or cold hills
Organization solitary, pair, gang (3–4), or family (5–16)
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)
Some ogre 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.
Classic Monsters Revisited. Copyright 2008, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Joshua J. Frost, James Jacobs, Nicolas Logue, Mike McArtor, James L. Sutter, Greg A. Vaughan, Jeremy Walker.