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Buck Ogre

This towering giant has two elk-like heads and stands on thick, black hooves.

Buck Ogre
CR 11

XP 12,800
N Huge humanoid
Init +5; Senses low-light vision, scent; Perception +17


AC 25, touch 9, flat-footed 24 (+4 armor, +1 Dex, +12 natural, –2 size)
hp 168 (16d8+96)
Fort +16, Ref +6, Will +10
Defensive Abilities rock catching


Speed 50 ft.
Melee morningstar +22/+22/+17/+12 (4d6+18) or 2 slams +22 (2d6+12)
Ranged rock +12 (2d6+18)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (140 ft.)


Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 12
Base Atk +12; CMB +26; CMD 37
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack
Skills Climb +19, Craft (any one) +10, Diplomacy +9, Intimidate +26, Perception +17, Perform (string instruments) +8
Languages Common, Giant
SQ oversized weapon


Environment temperate mountains
Organization solitary, gang (2-5) or tribe (6-20 plus 1 sorcerer, cleric or oracle of 5th-7th level)
Treasure standard (chain shirt, morningstar, other treasure)


Oversized Weapon (Ex)

A buck ogre can wield gargantuan weapons without penalty. Most favor the use of immense morningstars.

Superior Two-Weapon Fighting (Ex)

A buck ogre fights with a morningstar in each hand. Because each of its two heads controls and arm, the buck ogre does not take a penalty on attack or damage rolls for attacking with two weapons.

Standing 20 feet tall with broad shoulders, these monstrous humanoids weigh 10,000 pounds and possess not one , but two elk-heads, cloven hooves and huge, meaty fists. They usually wear thick hide loincloths and piecemeal armor, bearing clubs or morningstars and wearing thick fur cloaks in colder weather. Sticking primarily to their mountainous homes, they will occasionally come down from the slopes and raid civilized villages for food and weapons. They occasionally compete with stone giants for territory and resources, engaging in bloody wars that keep the population of both species low.

Buck ogres have no language of their own, but they speak the common and giant tongues well enough. Cunning and savage, they offer no quarter in combat, nor ask for any, a trait that lowers the life expectancy dramatically of a buck ogre’s foes, but also of the buck ogre itself from its standard 500-year lifespan.

While they are not great craftsmen, buck ogres nonetheless construct titanic monolithic structures near to their habitats to mark their territory. These obelisks sometimes bear the graven images of buck ogre elders atop their heights and often have graceful runes chiseled into their sides that glow a warning to all who trespass upon their territories. Within their territories, they carve out massive cave complexes and tend to mushroom groves, keeping their young out of harm’s way and training them up for the harsh realities of their ancient ways.

Buck Ogre Elders

Some buck ogres learn the ways of their forebears and tap into the deeper magics of the earth. These elder buck ogres have Charisma scores of at least 15 and possess three spell-like abilities (CL 9th). Once per day, they can use confusion, heroism and wall of stone. Though one in ten buck ogre elders are either a sorcerer, a cleric or an oracle of 5th to 7th level, all elders add +1 to their CR.