Tusked Crimson Ogre

Creature Codex (3pp)

Size
Large
Type
giant
Alignment
chaotic evil
AC
14 (half plate armor)
Hit Points
93 (11d10+33)
Speed
walk 40 ft.
Saving Throws
Con +6, Wis +1
Skills
Athletics +7, Intimidation +4
Resistances
poison
Condition Immunities
frightened
Senses
darkvision 60 ft.
Passive Perception
8
Languages
Common, Giant
Challenge
5
Environment
badlands, grassland
STR
19
+4
DEX
8
−1
CON
16
+3
INT
5
−3
WIS
7
−2
CHA
7
−2

Traits

Blood Frenzy

The ogre has advantage on melee attack rolls against any creature that doesn't have all its hp.

Rampage

When the ogre reduces a creature to 0 hp with a melee attack on its turn, the ogre can take a bonus action to move up to half its speed and make one bite attack.

Actions

Multiattack

The tusked crimson ogre makes two attacks.

one with its morningstar and one with its bite.

Morningstar

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Bite

Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Berserker's Blood (Recharge 5-6)

If the tusked crimson ogre doesn't have all of its hp, it flexes and roars, spraying blood from its wounds. Each creature within 15 feet of the ogre must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) acid damage and goes berserk. On a success, a creature takes half the damage and doesn't go berserk. On each of its turns, a berserk creature must attack the nearest creature it can see, eschewing ranged or magical attacks in favor of melee attacks. If no creature is near enough to move to and attack, the berserk creature attacks an object, with preference for an object smaller than itself. Once a creature goes berserk, it continues to do so until it is unconscious, regains all of its hp, or is cured through lesser restoration or similar magic.

recharge

D5

Other data

description