Thursday, June 19, 2025

Ogre

Ogre



 Tier 1 (Levels 1-4) Ogres and Half-Ogres

  • Half-Ogre Warrior

    • CR 1 Large giant, any chaotic alignment Armor Class 12 (hide armor) Hit Points 30 (4d10 + 8) Speed 30 ft.
    • STR 17 (+3) DEX 10 (+0) CON 14 (+2) INT 7 (-2) WIS 9 (-1) CHA 10 (+0)
    • Senses darkvision 60 ft., passive Perception 9 Languages Common, Giant Challenge 1 (200 XP)
    • Actions Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.
    • Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
  • Ogre Grunt

    • CR 2 Large giant, chaotic evil Armor Class 11 (hide armor) Hit Points 59 (7d10 + 21) Speed 40 ft.
    • STR 19 (+4) DEX 8 (-1) CON 16 (+3) INT 5 (-3) WIS 7 (-2) CHA 7 (-2)
    • Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 2 (450 XP)
    • Actions Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
    • Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  • Ogre Brute (Based on Berserker)

    • CR 2 Large giant, any chaotic alignment Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27) Speed 30 ft.
    • STR 18 (+4) DEX 10 (+0) CON 17 (+3) INT 7 (-2) WIS 9 (-1) CHA 9 (-1)
    • Senses darkvision 60 ft., passive Perception 9 Languages Common, Giant Challenge 2 (450 XP)
    • Reckless. At the start of its turn, the half-ogre can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
    • Actions Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
  • Ogre Shaman (Based on Orc Eye of Gruumsh/Priest)

    • CR 2 Large giant, any chaotic alignment Armor Class 13 (hide armor) Hit Points 45 (6d8 + 18) Speed 30 ft.
    • STR 16 (+3) DEX 10 (+0) CON 16 (+3) INT 9 (-1) WIS 13 (+1) CHA 12 (+1)
    • Skills Intimidation +3, Religion +1 Senses darkvision 60 ft., passive Perception 11 Languages Common, Giant Challenge 2 (450 XP)
    • Gruumsh's Fury (Optional, reflavored for Giant deity/primal power). The half-ogre deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).
    • Spellcasting. The half-ogre is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The half-ogre has the following shaman spells prepared:
      • Cantrips (at-will): guidance, resistance, thaumaturgy
      • 1st level (4 slots): cure wounds, entangle, thunderwave
      • 2nd level (2 slots): spiritual weapon (club), enhance ability
    • Actions Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 4 (1d8) damage.
  • Ogre Chieftain (Based on Knight)

    • CR 3 Large giant, any chaotic alignment Armor Class 18 (plate) Hit Points 52 (8d8 + 16) Speed 30 ft.
    • STR 17 (+3) DEX 10 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)
    • Saving Throws Con +4, Wis +2 Senses darkvision 60 ft., passive Perception 9 Languages Common, Giant Challenge 3 (700 XP)
    • Brave. The half-ogre has advantage on saving throws against being frightened.
    • Actions Multiattack. The half-ogre makes two melee attacks.
    • Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
    • Javelin. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 5 (2d6) piercing damage.
    • Leadership (Recharges after a Short or Long Rest). For 1 minute, the half-ogre can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the half-ogre. A creature can benefit from only one Leadership die at a time. This effect ends if the half-ogre is incapacitated.
    • Reactions Parry. The half-ogre adds 2 to its AC against one melee attack that would hit it. To do so, the half-ogre must see the attacker and be wielding a melee weapon.
  • Half-Ogre Veteran

    • CR 3 Large giant, any chaotic alignment Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 30 ft.
    • STR 17 (+3) DEX 10 (+0) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
    • Skills Athletics +5, Perception +2 Senses darkvision 60 ft., passive Perception 9 Languages Common, Giant Challenge 3 (700 XP)
    • Actions Multiattack. The half-ogre makes two battleaxe attacks. If it has a javelin drawn, it can also make a javelin attack.
    • Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.
    • Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Tier 2 (Levels 5-10) Ogres and Half-Ogres

  • Half-Ogre Elite Warrior

    • CR 5 Large giant, any chaotic alignment Armor Class 18 (studded leather, shield) Hit Points 71 (11d8 + 22) Speed 30 ft.
    • STR 17 (+3) DEX 14 (+2) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)
    • Saving Throws Dex +5, Con +5, Wis +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Giant Challenge 5 (1800 XP)
    • Actions Multiattack. The half-ogre makes two greataxe attacks.
    • Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.
    • Javelin. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
    • Reactions Parry. The half-ogre adds 3 to its AC against one melee attack that would hit it. To do so, the half-ogre must see the attacker and be wielding a melee weapon.
  • Ogre Shaman (Based on Kuo-toa Archpriest/Mage, as a primary caster for Ogres)

    • CR 6 Large giant, chaotic evil Armor Class 13 (hide armor) Hit Points 97 (13d8 + 39) Speed 40 ft.
    • STR 19 (+4) DEX 8 (-1) CON 16 (+3) INT 13 (+1) WIS 16 (+3) CHA 14 (+2)
    • Skills Perception +9, Religion +6 Senses darkvision 60 ft., passive Perception 19 Languages Common, Giant Challenge 6 (2300 XP)
    • Gruumsh's Fury (Reflavored for Giant deity/primal power). The ogre deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).
    • Spellcasting. The ogre is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The ogre has the following shamanistic spells prepared (adapting for giant magic):
      • Cantrips (at will): guidance, primal savagery, thaumaturgy, thunderclap
      • 1st level (4 slots): animal friendship (beasts only), cure wounds, entangle, thunderwave
      • 2nd level (3 slots): enhance ability (Strength/Con only), spiritual weapon (greatclub), web
      • 3rd level (3 slots): call lightning, conjure animals (large beasts), dispel magic
      • 4th level (3 slots): blight, stoneskin
      • 5th level (2 slots): conjure elemental (earth elemental), insect plague
    • Actions Multiattack. The ogre makes two melee attacks.
    • Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 14 (4d6) thunder damage.
    • Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 4) bludgeoning damage.

Half-Ogre Assassin

  • CR 8 Large giant, any non-good alignment Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft.
  • STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)
  • Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Damage Resistances poison Senses darkvision 60 ft., passive Perception 13 Languages Common, Giant, Thieves' cant Challenge 8 (3900 XP)
  • Assassinate. During its first turn, the half-ogre has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the half-ogre scores against a surprised creature is a critical hit.
  • Evasion. If the half-ogre is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the half-ogre instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Sneak Attack. Once per turn, the half-ogre deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the half-ogre that isn't incapacitated and the half-ogre doesn't have disadvantage on the attack roll.
  • Actions Multiattack. The half-ogre makes two shortsword attacks.
  • Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
  • Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
  • Ogre War Chief

    • CR 4 Large giant, chaotic evil Armor Class 16 (chain mail) Hit Points 93 (11d8 + 44) Speed 40 ft.
    • STR 19 (+4) DEX 8 (-1) CON 18 (+4) INT 11 (+0) WIS 11 (+0) CHA 16 (+3)
    • Saving Throws Str +7, Con +7, Wis +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Giant Challenge 4 (1100 XP)
    • Gruumsh's Fury (Reflavored for Giant deity/primal power). The ogre deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).
    • Actions Multiattack. The ogre makes two attacks with its greatclub or its javelin.
    • Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 4 plus 1d8) bludgeoning damage.
    • Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 14 (2d6 + 4 plus 1d8) piercing damage.
    • Battle Cry (1/Day). Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.
  • Ogre Warlord

    • CR 6 Large giant, any chaotic alignment Armor Class 20 (plate, shield) Hit Points 97 (13d8 + 39) Speed 30 ft.
    • STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 14 (+2) WIS 11 (+0) CHA 15 (+2)
    • Saving Throws Int +5, Wis +3, Cha +5 Senses darkvision 60 ft., passive Perception 10 Languages Common, Giant Challenge 6 (2300 XP)
    • Martial Advantage. Once per turn, the half-ogre can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the half-ogre that isn't incapacitated.
    • Actions Multiattack. The half-ogre makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.
    • Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, or 11 (2d10 + 3) slashing damage if used with two hands.
    • Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.
    • Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (2d6 + 3) piercing damage.
    • Leadership (Recharges after a Short or Long Rest). For 1 minute, the half-ogre can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the half-ogre. A creature can benefit from only one Leadership die at a time. This effect ends if the half-ogre is incapacitated.
    • Reactions Parry. The half-ogre adds 3 to its AC against one melee attack that would hit it. To do so, the half-ogre must see the attacker and be wielding a melee weapon.

Tier 3 (Levels 11-16) Ogres and Half-Ogres

  • Half-Ogre War Priest

    • CR 9 Large Humanoid (Giant, Shaman), any chaotic alignment Armor Class 18 (plate) Hit Points 117 (18d8 + 36) Speed 30 ft.
    • STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 11 (+0) WIS 17 (+3) CHA 13 (+1)
    • Saving Throws Con +6, Wis +7 Skills Intimidation +5, Religion +4 Senses darkvision 60 ft., passive Perception 13 Languages Common, Giant Challenge 9 (5000 XP) Proficiency Bonus +4
    • Actions Multiattack. The war priest makes two Greataxe attacks, and it uses Giant's Fury.
    • Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 10 (3d6) thunder damage.
    • Giant's Fury. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) thunder damage, and it is deafened until the start of the war priest's next turn. On a successful save, the target takes half as much damage and isn't deafened.
    • Spellcasting. The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
      • At will: guidance, resistance, thaumaturgy
      • 1/day each: banishment, command, dispel magic, spirit guardians, guardian of faith, hold person, lesser restoration, revivify
    • Bonus actions Healing Chant (Recharge 4–6). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.
  • Half-Ogre Elite Brute (Adapted from Shadowblade, focusing on raw power and intimidation)

    • CR 11 Large Humanoid (Giant), any chaotic alignment Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 30 ft.
    • STR 20 (+5) DEX 14 (+2) CON 18 (+4) INT 10 (+0) WIS 12 (+1) CHA 15 (+2)
    • Saving Throws Str +9, Con +8, Wis +5 Skills Athletics +9, Intimidation +6, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Giant Challenge 11 (7200 XP) Proficiency Bonus +4
    • Reckless. At the start of its turn, the half-ogre can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
    • Actions Multiattack. The half-ogre makes three Greataxe attacks.
    • Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
    • Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 12 (2d6 + 2) piercing damage.
    • Bonus actions Crushing Blow. When the half-ogre hits a creature with a melee attack, it can use a bonus action to attempt to knock the target prone. The target must succeed on a DC 17 Strength saving throw or fall prone.
  • Ogre High Shaman

    • CR 12 Large Humanoid (Giant, Shaman), chaotic evil Armor Class 13 (hide armor) Hit Points 99 (18d8 + 18) Speed 40 ft.
    • STR 19 (+4) DEX 8 (-1) CON 16 (+3) INT 14 (+2) WIS 20 (+5) CHA 16 (+3)
    • Saving Throws Int +6, Wis +9 Skills Arcana +6, History +6 (reflavor as tribal lore), Religion +13 Senses darkvision 60 ft., passive Perception 12 Languages Common, Giant, plus any four additional languages Challenge 12 (8400 XP)
    • Magic Resistance. The ogre has advantage on saving throws against spells and other magical effects.
    • Spellcasting. The ogre is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The ogre can cast pass without trace and speak with dead at will and has the following shamanistic spells prepared (focus on earth, stone, and primal power):
      • Cantrips (at will): druidcraft, guidance, mold earth, primal savagery, thaumaturgy
      • 1st level (4 slots): earth tremor, entangle, healing word, thunderwave
      • 2nd level (3 slots): enhance ability (Strength/Con), spiritual weapon (greatclub), spike growth
      • 3rd level (3 slots): call lightning, conjure animals (giant boars/bears), dispel magic
      • 4th level (3 slots): blight, stoneskin, wall of stone
      • 5th level (3 slots): conjure elemental (earth elemental), insect plague, scrying
      • 6th level (1 slot): flesh to stone, heroes' feast
      • 7th level (1 slot): fire storm
      • 8th level (1 slot): earthquake
      • 9th level (1 slot): storm of vengeance
    • Actions Greatclub of the Earth. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. (Not primary damage, spells are)
  • Half-Ogre Inquisitor (Adapted from Drow Inquisitor, focusing on brutal justice within giant-kin tribes)

    • CR 14 Large Humanoid (Giant, Cleric), any chaotic alignment Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 30 ft.
    • STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5)
    • Saving Throws Con +7, Wis +10, Cha +10 Skills Intimidation +10, Perception +10, Religion +8, Stealth +7 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 20 Languages Common, Giant Challenge 14 (11500 XP) Proficiency Bonus +5
    • Discern Lie. The inquisitor knows when a creature speaks a lie.
    • Actions Multiattack. The inquisitor makes two Ritual Greataxe attacks.
    • Ritual Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Spellcasting. The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The inquisitor has the following cleric spells prepared:
      • Cantrips (at will): guidance, sacred flame, thaumaturgy, toll the dead, inflict wounds
      • 1st level (4 slots): bane, command, detect magic, sanctuary
      • 2nd level (3 slots): hold person, spiritual weapon, zone of truth
      • 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
      • 4th level (3 slots): banishment, compulsion, guardian of faith
      • 5th level (3 slots): contagion, flame strike, geas
      • 6th level (1 slot): harm
      • 7th level (1 slot): divine word
      • 8th level (1 slot): holy aura
      • 9th level (1 slot): mass heal (reflavored as brute force healing)
    • Bonus actions Spectral Greatclub (Recharges after a Short or Long Rest). The inquisitor conjures a spectral greatclub in its hand. For 1 minute, this greatclub counts as a magic weapon that deals 2d8 psychic damage on a hit. Once per turn, when the inquisitor hits with the greatclub, it can choose to add 3d6 necrotic damage to the hit.

Tier 4 (Levels 17-20) Ogres and Half-Ogres

  • Ogre Chosen of the Earth (Adapted from Favored Consort, focusing on primal, elemental power)

    • CR 18 Large Humanoid (Giant, Shaman), chaotic evil Armor Class 15 Hit Points 240 (32d8 + 96) Speed 40 ft.
    • STR 19 (+4) DEX 8 (-1) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4)
    • Saving Throws Con +9, Wis +8, Cha +10 Skills Athletics +10, Intimidation +10, Perception +8, Survival +8 Senses darkvision 60 ft., passive Perception 18 Languages Common, Giant Challenge 18 (20000 XP) Proficiency Bonus +6
    • Siege Monster. The ogre deals double damage to objects and structures.
    • Actions Multiattack. The ogre makes two Greatclub attacks and uses Primal Tremor.
    • Greatclub. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) bludgeoning damage.
    • Primal Tremor (Recharge 5–6). The ogre slams its weapon or fists into the ground, causing a tremor in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Strength saving throw, taking 36 (8d8) bludgeoning damage and being knocked prone on a failed save, or half as much damage and not prone on a successful one.
    • Spellcasting. The ogre is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The ogre has the following shamanistic spells prepared (heavy on elemental and physical control):
      • Cantrips (at will): druidcraft, fire bolt, mold earth, primal savagery, thaumaturgy
      • 1st level (4 slots): earth tremor, entangle, healing word, thunderwave
      • 2nd level (3 slots): barkskin, spiritual weapon, spike growth
      • 3rd level (3 slots): call lightning, conjure animals (giant bears/boars), dispel magic
      • 4th level (3 slots): blight, fabricate, stoneskin
      • 5th level (3 slots): conjure elemental (earth/fire), insect plague, scrying
      • 6th level (1 slot): flesh to stone, move earth
      • 7th level (1 slot): fire storm, regenerate
      • 8th level (1 slot): earthquake, tsunami
      • 9th level (1 slot): storm of vengeance
    • Reactions Protective Earth (3/Day). When another creature attacks a creature within 30 feet of the ogre, the ogre can use its reaction to create a temporary earth barrier, imposing disadvantage on the attack roll.
  • Ogre Overlord

    • CR 20 Large Humanoid (Giant, Warlord/Shaman), chaotic evil Armor Class 17 (half plate) Hit Points 247 (33d8 + 99) Speed 40 ft.
    • STR 22 (+6) DEX 8 (-1) CON 20 (+5) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)
    • Saving Throws Con +11, Wis +11, Cha +12 Skills Athletics +12, Intimidation +12, Perception +11, Survival +11 Senses darkvision 60 ft., passive Perception 21 Languages Common, Giant, Orc Challenge 20 (25000 XP) Proficiency Bonus +6
    • Siege Monster. The ogre deals double damage to objects and structures.
    • Special Equipment. The overlord wields a Magic Greatclub and a Belt of Giant Strength.
    • Actions Multiattack. The overlord makes two attacks with its Magic Greatclub or uses Tremor Stomp. It can also use Earth-Shaking Roar.
    • Magic Greatclub. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 6) bludgeoning damage plus 18 (4d8) thunder damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn.
    • Tremor Stomp (Bonus Action). The overlord stomps the ground. Each creature on the ground within 10 feet of the overlord must succeed on a DC 20 Strength saving throw or be knocked prone.
    • Earth-Shaking Roar (2/Day). The overlord lets out a deafening roar. Each creature of its choice within 60 feet of it that can hear it must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the overlord's Earth-Shaking Roar for the next 24 hours.
    • Bonus actions Overlord's Command (Recharge 4-6). The overlord can inspire its allies. Up to three creatures of its choice within 30 feet of it that can hear it gain advantage on their next attack roll or saving throw made before the end of their next turn.
    • Summon Giant Kin (1/Day). The overlord magically summons 1d4 + 1 Ogres or 1 Half-Ogre Warlord. The summoned creatures appear in unoccupied spaces within 60 feet of the overlord, act as allies of its summoner, and can't summon other creatures. They remain for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.
    • Legendary actions The overlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The overlord regains spent legendary actions at the start of its turn.
      • Command Ally. The overlord targets one ally it can see within 30 feet of it. If the target can hear and understand the overlord, it can use its reaction to make one weapon attack.
      • Club Attack. The overlord makes one Magic Greatclub attack.
      • Stomp (Costs 2 Actions). The overlord uses its Tremor Stomp.

Valeria: In the Beginning

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