Ogre Chain Brute

Mordenkainen's Tome of Foes p. 221

Size
Large
Type
giant
Alignment
chaotic evil
AC
11 (hide armor)
Hit Points
59 (7d10+21)
Speed
walk 40 ft.
Senses
darkvision 60 ft.
Passive Perception
8
Languages
Common, Giant
Challenge
3
Lineage
Ogre
Environment
grassland, hill, mountain
STR
19
+4
DEX
8
−1
CON
16
+3
INT
5
−3
WIS
7
−2
CHA
7
−2

Actions

Fist

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Chain Sweep

The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Chain Smash (Recharge 6)

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 14 Constitution saving throw.

On a failure the target is unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.

recharge

D6

Other data

description

Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however.

Ogre Chain Brute: An ogre chain brute wields a great spiked chain. It swings this chain with both hands in a wide circle around itself to knock foes off their feet. Alternatively, it can swing the chain in a crushing overhead smash that's nearly impossible to block or deflect.

Ogres: Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths.