Humanoids
OGRE
OGRE
Large sentient fey goblinoid (7d6)
Mighty, towering, slow-witted brutes.
STR 12 (4d6) AGI 4 (2d6) END 12 (4d6)
INT 4 (2d6) LOG 3 (2d6) WIL 3 (2d6) CHA 3 (2d6) LUC 0 (0d6) REP 14 (4d6)
HEALTH 36
MELEE DEFENSE 24; RANGED DEFENSE 10; MENTAL DEFENSE 10
SOAK 5 (hide armor, natural); VULN -
INITIATIVE 2d6
PERCEPTION 2d6; superior darksight
SPEED 8; CLIMB 4; JUMP 8'/15'
CARRY 450lb (max lift 1350lb)
ACTIONS 2
NATURAL DAMAGE 3d6+5
Brawling 6d6 (3d6+5 blunt damage)
Oversized spiked club 7d6 (3d6+7 piercing/blunt damage)
Skills hardy 6 (3d6), carrying 3 (2d6), brawling 3 (2d6), clubs 6 (3d6)
Gear oversized spiked clube, hide armor
Goblinoid. Goblinoids have darksight.
Acid blood. Ogres have acidic blood. In addition to gaining an additional 5 SOAK (acid), melee attackers which cause more than 10 slashing or piercing damage in a single blow take 1d6 acid damage from the blood splash.