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
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.