Ogre Mage

The ogre mage is a more intelligent and dangerous variety of its mundane cousin. Rapacious and cruel by nature, ogre mages often lead organized raids for slaves, treasure, and food.

ogre-mage1These creatures dwell in fortified structures or underground lairs, usually living alone or with a small group of ogre followers. Status among ogre mages is measured by wealth. While they do not generally associate with their own kind, they often undertake raids and schemes in competition with one another to amass the most riches.

An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.

Ogre mages speak Giant and Common.

Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle. Ogre mages hold deep, abiding grudges, however, and the unwise person who crosses one would do well to keep looking over one’s shoulder.

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Ogre Mage
Large Giant

Hit Dice: 5d8+15 (37 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 18 (–1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18
Base Attack/Grapple: +3/+12
Attack: Greatsword +7 melee (3d6+7/19–20) or longbow +2 ranged (2d6/×3)
Full Attack: Greatsword +7 melee (3d6+7/19–20) or longbow +2 ranged (2d6/×3)
Space/Reach: 10 ft./10 ft.
Special Attacks:

Spell-like abilities:

At willdarkness, invisibility
1/daycharm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14).

Caster level 9th. The save DCs are Charisma-based.

Special Qualities:

Flight (Su):

An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

Regeneration 5 (Ex):

Fire and acid deal normal damage to an ogre mag

Darkvision 90 ft., low-light vision, spell resistance 19

Saves: Fort +7, Ref +1, Will +3
Abilities: Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17
Skills:

Concentration +11, Listen +10, Spellcraft +10, Spot +10

Feats:

Combat Expertise: trained at using combat skill for defense as well as offense
Improved Initiative: +4 on intiative rolls

Environment: Cold hills
Organization: Solitary, pair, or troupe (1–2 plus 2–4 ogres)
Challenge Rating: 8
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +7

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