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Ogrekin (Half-Ogre)

Its body twisted and deformed, this lumbering giant has tiny eyes and a mouth of jagged teeth presented in a furious roar.

Ogrekin (Half-Ogre) CR 2

XP 600
Male human ogrekin fighter 2
CE Medium humanoid (giant)
Init +5; Senses low-light vision; Perception +1

DEFENSE

AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 25 (2d10+10)
Fort +7, Ref +1, Will+1; +1 vs fear
Defensive Abilities bravery +1

OFFENSE

Speed 30 ft.
Melee shortspear +7 (1d6+5), bite +2 (1d4+2)

STATISTICS

Str 21, Dex 13, Con 18, Int 8, Wis 12, Cha 6
Base Atk +2; CMB +7; CMD 18
Feats Cleave, Improved Initiative, Iron Will, Power Attack
Skills Climb* +10, Swim* +10
Languages Giant
SQ deformities (oversized maw, weak mind)

SPECIAL ABILITIES

Oversized Maw (Ex)

This ogrekin has a bite attack.

Weak Mind (Ex)

This ogrekin’s head is huge and misshapen. It has a –2 penalty on Will saving throws.

Editor’s Note
The skill values seems to be in error. Each one should be 1rank+5str+3class for a total of +9. GMs are encouraged to use this corrected value.
Variants

ECOLOGY

Environment any
Organization
solitary or family (2–6)
Treasure
NPC gear (spear, other treasure)

The result of an unfortunate union between an ogre and a humanoid, the ogrekin (or half-ogre) is cursed with horrific malformations due to its tragic ancestry. Shunned by both parents, ogrekin tend to form unstable clans of their own, often resorting to inbreeding to sustain the collective. While good-natured ogrekin are not entirely unheard of, they are far and few between.

Ogrekin Encounters

Source PCS:ISMC

Ogrekin are solitary creatures and rarely live in groups of more than six. While not particularly intelligent, ogrekin can plan simple ambushes and tactics but quickly fall back on the savagery of their monstrous parents, aggressively attacking the most physically imposing enemies first and using their deformities and great strength to terrible effect at close range. At their most merciful, ogrekin prefer to take living captives that they treat with widely varied levels of hospitality. Ogrekin are rarely encountered in settlements, though they often prowl close to a town’s fence or city’s gate, waiting for unsuspecting travelers. This lonely existence leads many ogrekin to tame and train wild animals, a practice ogrekin take to with ease by quickly establishing dominance over beasts with their prodigious physical strength. These pets form resilient bonds with their masters and remain fiercely protective even after their owners’ death.

The few ogrekin who have found acceptance into more civilized groups are often used as dispensable tools, sent out as the first lines of defense to deal with potential troublemakers. Though rarely treated with any kindness, these ogrekin strive for approval from their fellows, and can demonstrate great bravery when opportunities present themselves. Among tribes of their own kind, some ogrekin readily take up divine spellcasting. Healers and seers are highly valued for their utility both in battle and when processing new slaves.

Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang
Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.