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Ogre King

Few ogres live long enough to amass great power—which makes an army commanded by a powerful ogre king or queen a terrifying force to behold.

Ogre King CR 13

XP 25,600
Ogre oracle 12
CE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +17

DEFENSE

AC 28, touch 10, flat-footed 28 (+12 armor, +1 deflection, +6 natural, –1 size)
hp 180 (16d8+108)
Fort +14, Ref +8, Will +11
DR 10/adamantine (120 hit points); Immune fatigue

OFFENSE

Speed 30 ft.
Melee +1 falchion +22/+17/+12 (2d6+12/15–20)
Space 10 ft.; Reach 10 ft.

Oracle Spells Known (CL 12th; concentration +15)

6th (3/day)mass bull’s strength, mass inflict moderate wounds, summon monster VI
5th (5/day)breath of life, mass inflict light wounds, righteous might, wall of stone (DC 18)
4th (6/day)air walk, cure critical wounds, greater magic weapon, inflict critical wounds, wall of fire
3rd (7/day)cure serious wounds, dispel magic, inflict serious wounds, magic vestment, prayer
2nd (7/day)aid, bull’s strength, cure moderate wounds, fog cloud, grace (?), inflict moderate wounds, resist energy
1st (7/day)cure light wounds, divine favor, enlarge person (DC 14), entropic shield, inflict light wounds, obscuring mist, protection from good
0 (at will)bleed (DC 13), create water, detect magic, guidance, mending, purify food and drink, spark, stabilize, virtue

Mystery battle

TACTICS

Before Combat The ogre king casts greater magic weapon and magic vestment on his weapon and armor respectively, and activates his iron skin revelation.

During Combat The ogre king relies on buffing spells, his quickened spells, and his combat healing to bolster his combat abilities and keep himself in prime shape. If faced with archers or spellcasters, he casts wall of stone or quickened obscuring mist to prevent anyone from obtaining line of sight while he engages melee combatants.

BASE STATISTICS

Without the benefits of greater magic weapon, iron skin, and magic vestment, the ogre kings statistics are:

AC 25, no damage reduction; Melee +1 falchion +20/+15/+10 (2d6+10/15–20).

STATISTICS

Str 23, Dex 10, Con 21, Int 6, Wis 8, Cha 16
Base Atk +12; CMB +19; CMD 30
Feats Critical Focus, Extra Revelation (Combat Healer), Extra Revelation (Iron Skin), Greater Weapon Focus (falchion), Improved Critical (falchion), Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell, Toughness, Weapon Focus (falchion)
Skills Intimidate +16, Perception +17, Spellcraft +4
Languages Giant
SQ oracle’s curse (lame), revelations (battlefield clarity 2/day, combat healer 2/day, iron skin 1/day, skill at arms, surprising charge 2/day, weapon Mastery)
Combat Gear boots of speed; Other Gear mwk full plate, +1 falchion, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, jewelry and gems (worth 5,000 gp in total), 775 gp

Section 15: Copyright Notice

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.