Ogre Howdah

Mordenkainen's Tome of Foes p. 221

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

Traits

Howdah

The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre.

Actions

Mace

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

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 Howdah: The most unusual of the specialized ogres, the howdah carries a palisaded wooden fort on its back. The fort is big enough to serve as a fighting platform for up to four small humanoids. Ogre howdahs are most often seen bearing goblins equipped with bows and spears into battle, but they could just as easily transport kobolds, deep gnomes, or other humanoids of similar size.

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.