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by Ray Cordova, iltharanos@yahoo.

com
last updated on February 24, 2021 at 11:02:00 AM

Ogre Plunder and Persecution


The black stain of the ogre horde grew darker still as Many ogres will descend from their lofty mountain
night settled of the land. In a series of shallow, barren homes to raid the races that dwell below them. Those
valleys to the east of the kender lands, thousands of ogres with a more neutral outlook tend to be ostracized
ogres gathered around flickering campfires. Gray, greasy by their more malevolent kin, and seek work with the
smoke drifted up toward the clear, violet sky, where the common races as mercenaries, and rarely as
pale moon waned and the first evening stars flickered. adventurers.
Sounds, too, rose above the camp: A ghastly din of
Ogre Names
snarls, shouts, and guttural laughter, mixed with the
thundering roll of war drums and the fierce blare of Female variations of names and words are often
horns. The ogres roasted fresh meat over their fires followed by an apostrophe and a vowel. For example,
venison, boar, and other things best left unmentioned male names may include Baloth and Grul, while female
and devoured it when it was still pink and sizzling. They
washed it down with copious amounts of beer, both their may have is largely unknown, as scholars have been
own sour brew and kegs of kender lager plundered from unable to get close enough to an ogre to ask and live to
Myrtledew and several other towns. Drunken skirmishes tell about it.
soon followed, rival war bands attacked each other with
Male Names: Baloth, Bassar, Belgroch, Bolthor, Dauroth,
fists and blades. Blood was spilled, skulls were cracked,
Donnag, Elrauth, Feriik, Gobasch, Groller, Grul, Horagh,
and a few of the brutish creatures were crippled or killed
Hundjal, Kourrul, Kohver, Lubbar, Molok, Mornag,
before their clan chiefs could break up the brawling.
Olagh, Raungh, Ruog, Torangh, Ugo, Vis
Once the fighting was done, the ogres turned to other
sport. A few captive kender, deemed too weak or sickly Female Names:
to be useful as slaves, were brought forth from their Clan Names: Darghen, Gorge, Grangh, Kern, Klargh,
cages, and led to where the drunken ogres waited with Kreln, Reckt, Ripper, Stonefist
axes, knives, and iron stakes heated in the fires until they
glowed golden-hot. The
chorus of despair. Ogre Classes
It was a night like any other in the war camp of Lord Many ogres take levels in barbarian, particularly the totem
Ruog, hetman of the ogres of Goodlund. barbarian. Many such totem barbarians choose bear as their
totem animal, as it enhances their physical resistance and
-Chris Pierson, already prodigious strength. As they level, many ogres will take
Spirit of the Wind the Tough feat or similar feats that boost their physical
prowess.
Ugly and Tough
The average ogre stands between 6 and 8 feet tall. They Ogre Traits
have yellowish skin, usually marred by various blotches,
pustules, and other deformities. Sometimes lean, Your ogre character has a number of traits in common
sometimes fat, ogres are always very strong and very with all other ogres.
dense. Their basic toughness makes them very hard to Ability Score Increase. Your Strength score increases
kill. by 2, and your Constitution score increases by 1.

Furious and Stupid Age. Ogres reach adulthood at age 25 and live up to
140 years.
Ogres are renowned for their tempers, and even moreso
for their dimwittedness. Unfortunately for others Alignment. The ogres of Krynn are an angry and
savage people. They are generally chaotic evil but can be
angry at and hit. any alignment.
Size. Your size is Large. To set your height and weight
High Mountains
randomly, start with rolling a size modifier:
Ogres are most content in high mountains, luxuriating in Size modifier = 2d10
the feeling that they are higher than all others and that
they rule all they can see. Height = 8 feet + your size modifier in inches
by Ray Cordova, iltharanos@yahoo.com
last updated on February 24, 2021 at 11:02:00 AM

Weight in pounds = 400 + (2d6 x your size modifier)


Ogre feats
Being large has the following effects for your character.
If your DM allows the use of feats, your ogre character has the
You lift, carry, push, and drag twice the amount of option of taking the following feats.
weight as a Medium or smaller creature. Powerful Build
You deal an extra 1d4 damage with Large size You are more powerful than your size would indicate.
weapons. Increase your Strength or Constitution score by 1, to a
You eat 4 lb. of food and drink 4 gallons of water maximum of 20.
every 24 hours. You count as one size larger when determining your carrying
You begin the game with Large size equipment, capacity and the weight you can push, drag, or lift.
except for weapons.
The cost of any weapons, armor, or gear made for
your size is tripled. Ogre Shamans
Speed. Your base walking speed is 40 feet. Some ogres develop spellcasting capabilities, and are known as
Darkvision. Thanks to your ogre blood, you have shamans among their people, simultaneously being feared and
superior vision in dark and dim conditions. You can see respected for their supernatural powers. Many of these ogres
in dim light within 60 feet of you as if it were bright light, are druids or clerics of one of the dark gods. In the Fifth Age,
many are also mystics (clerics).
color in darkness, only shades of gray. The acolyte background is particularly appropriate for these
characters.
Languages. You can speak, read, and write Common
and Giant.
by Ray Cordova, iltharanos@yahoo.com
last updated on February 24, 2021 at 11:02:00 AM

Taylang
Tayfolk legends are confusing and unsurprisingly divided
on the issue of how the race became what it is. It is
commonly believed among their lorekeepers and
storytellers that they were once a clan of elves and a
tribe of ogres who entered into a sacred bargain with
Zivilyn, the World Tree, to live a harmonious life
together on the remote island which the tayfolk later
called Land. Over thousands of years, the two races
became a single race yet manifesting the characteristics
of both. Other sages claim that the tayfolk were one
race that constantly fought in bloody civil wars and were
punished by the passage of the Graygem by being split
into two.

Ogre feats
If your DM allows the use of feats, your ogre character has the
option of taking the following feats.
Taylang
Prerequisites: Ogre
Your monstrous heritage is that of a taylang, a race of twins.
You gain the following benefits:
Your Strength score increases by 1, to a maximum of 20.
Tayling Twin. You have a Tayling companion (use the Bard
statistics from Volo's Guide to Monsters). Beginning at 8th
level, this companion gains class levels at the same rate you
do (see the DMG for more information on adding class levels
to monsters). A tayfolk has a strong, almost telepathic
connection with its twin and knows when he or she is hurt,
upset, or in danger. This creates an empathic link to a
distance of up to 1 mile through which general emotional
information can be shared (such as fear, hunger, happiness,
or curiosity). Because of this empathic link, a tayfolk has the
same connection to an item or place as its twin. For
example, a tayling whose taylang brother has been to a
room can teleport to that room as if he himself had been
there.
Bestial Aspect. Taylangs generally fall into one of three
bestial aspects, each providing their own benefit. Choose
one of the following.
Ape. You have a 30 ft. climb speed.
Bear. You have a claw attack.
Melee Weapon Attack: reach 5 ft., one target. Hit: 1d6 +
Strength modifier slashing damage. This damage increases
to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.
Reptilian. Your body is covered in hardened scales. While
ur AC as 13 +
your Dexterity modifier. You can use a shield and still gain this
benefit.
by Ray Cordova, iltharanos@yahoo.com
last updated on February 24, 2021 at 11:02:00 AM

Ettin
Ogre feats
Ettins are the fiercest and most violent amongst the If your DM allows the use of feats, your ogre character has the
giants. They are two-headed giants and relatively option of taking the following feats.
intelligent. They are considered freaks by the rest of Ettin
their kin and other giants consider that ettins should be Prerequisites: Ogre
destroyed on sight. Ettins are thirteen feet tall and Your monstrous heritage is that of an ettin, a two-headed
otherwise resemble hill giants. They sleep all day and giant. You gain the following benefits:
hunt all night. Ettins live in caves in mountainous areas Two Heads. You have advantage on Wisdom (Perception)
and will often maraud through humanoid settlements. checks and on saving throws against being blinded, charmed,
There are extremely rare instances of ettins with three deafened, frightened, stunned, and knocked unconscious.
or four heads. These rarities are even more ill-tempered Wakeful. When one of the ettin's heads is asleep, its other
than their two-headed kin, and more prone to violence head is awake.
and destruction. Ettins have their own language of Hill Giant
grunts and howls and no developed civilization Prerequisites: Ogre
whatsoever. Your monstrous heritage is that of a hill giant, the largest of all
ogrekind. You gain the following benefits:
Hill Giant Size. Your size increases by one size category. You deal an
Hill giants tower over all other ogrekind. Despite their additional 1d4 damage with appropriately-sized weapon
attacks.
massive size and sheer physical power, most have
gathered into their own tribes where the dominant Rock Hurler
culture is one of neutrality. Prerequisites: Ogre
You have tapped into your mountainous heritage. You gain the
Scrag following action:
Rock. Ranged Weapon Attack: one target. Hit: 1d10 + Strength
Scrags are merely trolls adapted to underwater
modifier bludgeoning damage. This damage increases to 2d10
environments, otherwise possessing nearly all the trait at level 11 and 3d10 at level 17.
of their landbound kin. Trolls are prone to mutations,
Troll
and after reaching a sufficiently high level, some trolls
Prerequisites: Ogre
go on to take the Lurker in the Deep feat. These trolls
Your monstrous heritage grants you keen senses, the ability to
are known as scrags. recover from the most grievous of wounds, and a vicious claw
attack. You gain the following benefits:
Troll
Keen Smell. You have advantage on Wisdom (Perception)
Trolls are extremely powerful, twelve-foot-tall creatures, checks that rely on smell.
with leathery tough skin and a regenerative ability. Trolls Regeneration. You regain hit points equal to your level (up to a
resemble wiry ogres, have long pointed noses and bad maximum of 10) at the start of your turn. If you take acid or
temperaments. Trolls are quite unintelligent; they fire damage, this trait doesn't function at the start of your next
turn. You die only if you start your turn with 0 hit points, have
border on stupid much of the time. Their regenerative
failed three death saving throws, and don't regenerate.
ability however allows their wounds to heal at a very
Claw. Melee Weapon Attack: reach 5 ft., one target. Hit: 2d6 +
rapid rate. They can only be killed with fire or by hacking
Strength modifier slashing damage. This damage increases to
them to bits. An offshoot of the troll species is the 3d6 at level 11 and 4d6 at level 17.
Mewling. Both types of trolls live in forests or swamps.
Trolls tend to dwell in clans and have small settlements
amongst ruins or in marshes.

Ettins, Hill Giants, Scrags, and Trolls


These three races are not true races, instead being a product
of Paladine's Curse on ogrekind. As mutated ogres, these three
creatures are occasionally born to ogre parents, only fully
expressing their mutations later in their life.
by Ray Cordova, iltharanos@yahoo.com
last updated on February 24, 2021 at 11:02:00 AM

Hill Giants
by Ray Cordova, iltharanos@yahoo.com
last updated on February 24, 2021 at 11:02:00 AM

Ettin

Scrag

Troll
by Ray Cordova, iltharanos@yahoo.com
last updated on February 24, 2021 at 11:02:00 AM

Ogre NPCs
Ogres and Hags
Hags are female ogres touched by magic, either in the form of
a natural proclivity towards spellcasting classes, or via
heritage, such as feats representing specific lineages. Either
way, they look dramatically different from most common
ogres, in much the same way that ogre mages or oni are
dramatically different physically from their compatriots.
Hags can be mechanically represented as ogre NPCs with
thematically-appropriate choices in skills, feats, classes, and
spells. If you would prefer a full race write-up for hags, see the
hag race description in this book.

Annis Hag
Race Ogre
Class Fighter 6/Sorcerer 4
Feat Grappler
Fighting Style Unarmed
Metamagic Subtle Spell
Spells Known
1st: Disguise Self, Fog Cloud
* = An option found in this book.
Notes The unarmed fighting style simulates the claws and bite of
the Annis. Subtle Spell represents the innate spellcasting of the
Annis.
by Ray Cordova, iltharanos@yahoo.com
last updated on February 24, 2021 at 11:02:00 AM

Chieftain Donnag The ruler of Bloten, Chiefain Donnag is a sly cunning ogre who
united the fractious ogre tribes in order to combat the rising
Large giant (ogre), lawful evil Noble Champion Fighter 12
threat of the Dragon Overlords.
Armor Class 17 (breastplate of fire resistance)
Hit Points 130 (12d10 + 60)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 20 (+5) 15 (+2) 14 (+2)

Saving Throws Str +9, Con +9


Skills History +3, Intimidation +6, Persuasion +6, Survival +6
Feats Savage Attacker
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 12
Languages Common, Giant
Challenge 10 (5,900 XP)
Proficiency +4
Possessions breastplate of fire resistance, flame tongue
greatsword, 4 javelins
Action Surge. On Donnag's turn, he can take one additional
action on top of his regular action and a possible bonus action.
Donnag may use this feature again after a short or long rest.
Fighting Style (Defense).
Fighting Style (Great Weapon Fighting). When Donnag rolls a 1
or 2 on a damage die for an attack he makes with a melee weapon
that he is wielding with two hands, he can reroll the die and must
use the new roll. The weapon must have the two-handed or
versatile property for him to gain this benefit.
Improved Critical. Donnag's weapon attacks score a critical hit
on a roll of 19 or 20.
Indomitable. Donnag can reroll a saving throw that he fails. If he
does so, he must use the new roll, and he can't use this feature
again until he finishes a long rest.
Remarkable Athlete.
Savage Attacker. Once per turn when Donnag rolls damage for a
melee weapon attack, he can reroll the weapon's damage dice and
use either total.

Actions
Extra Attack. Donnag attacks three times per Attack action.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 15 (3d6 + 5) slashing damage + 7 (2d6) fire damage.
Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft.
or range 30/120 ft., one target. Hit: 15 (2d6 + 5) piercing damage.

Bonus Actions
Second Wind. Donnag regains 17 (1d10 + 12) hit points. This
feature is reuseable after a short or long rest.

Donnag the Titan


For Donnag after his titan transformation, see the Ogre Titan
section.

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