Humanoids

OGRE

ogre.jpg
ogre.jpg

OGRE

7.00

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. 

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