Ogre Battering Ram

Mordenkainen's Tome of Foes p. 220

Tamaño
Grande
Tipo
giant
Alineamiento
caótico malvado
CA
14 (ring mail)
Puntos de golpe
59 (7d10+21)
Velocidad
walk 40 ft.
Sentidos
darkvision 60 ft.
Percepción pasiva
8
Idiomas
Common, Giant
Desafío
4
Linaje
Ogre
Entorno
grassland, hill, mountain
FUE
19
+4
DES
8
−1
CON
16
+3
INT
5
−3
SAB
7
−2
CAR
7
−2

Rasgos

Siege Monster

The ogre deals double damage to objects and structures.

Acciones

Bash

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller.

Block the Path

Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn.

Otros datos

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 Battering Ram: An ogre battering ram carries an enormous club used primarily for bashing doors into kindling, but which also works well for smashing foes. These ogres are drilled in two simple tasks: rushing forward to shatter enemy fortifications, and using their weapons to force an advancing enemy to halt.

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.