Ogre Bully
Creature 7 — giant, humanoid
AnvilCrasherLANDgianthumanoid
The simplest of ogres are slabs of muscle with hateful eyes, misshapen visages, and malformed bodies. Always eager for mayhem and murder, ogre warriors are quick to turn on their kin when there's a shortage of smaller folk to torment, so those who lead ogres do their best to keep them constantly distracted with new opportunities for raids and ruin. For many societies, ogres embody brutish, amoral violence and greedy cruelty. Standing 10 feet tall and densely muscled, ogres are usually as strong
Source: wardens-of-wildwood-bestiary
Perception +12; darkvision
Languages jotun, common
Skills athletics +17, intimidation +14, survival +13
Str
+6
Dex
+3
Con
+5
Int
-1
Wis
+3
Cha
+0
Items Ogre Hook, Hatchet (3), Chain Shirt
AC 24
Fort +18
Ref +14
Will +12
HP 140
Resistances bludgeoning 5
Speed 25 feet
Offense
Melee Ogre Hook (deadly-d10, reach-10, trip) +18, Damage 1d10+13 piercing
Melee Hatchet (agile, sweep) +16, Damage 1d6+13 slashing
Ranged Hatchet (agile, sweep, thrown-10) +16, Damage 1d6+13 slashing
Abilities
Reactive Strike —
Hooking Hurl —
Stomp the Small — The ogre's melee and ranged Strikes deal an additional 2 damage to Medium creatures. This additional damage increases to 1d6+2 damage to Small or smaller creatures.
WORKS WELL WITH
SniperLANDA ranged attacker can stay outside this giant's reach while it controls the melee zone with its hooked weapon and Reactive Strike.
WeaverLANDA controller can layer battlefield debuffs while this giant's reach and trip punish anyone who tries to reposition.
FlankerLANDA mobile skirmisher can slip past the reach threat once this giant's attention is fixed on the front line.
PUNISHES
✖ standing adjacent✖ small and medium melee front-liners✖ clumping in reach range
Avoid stacking with another reach-based Anvil; overlapping threat ranges create dead space that wastes movement actions.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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