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Cave Ogre

Challenge
Tags
str
19
dex
8
con
16
int
10
wis
10
cha
8

AC 12 (natural armor)

HP 119 (14d10 + 42; bloodied 59)

Speed 40 ft.


Proficiency +2; Maneuver DC 14

Senses darkvision 60 ft., passive Perception 10

Languages Common, Giant


Elite Recovery. At the end of each of its turns while bloodied, the ogre can end one condition or effect on itself. It can do this even when unconscious or incapacitated .


ACTIONS

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw , falling prone on a failure. 

Sweeping Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., all creatures within 5 feet. Hit: 8 (1d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw . On a failure, it is pushed 10 feet away from the ogre.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

The cave ogre has the following additional action, which it can use only while bloodied :

Rock. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw , falling prone on a failure.


REACTIONS

The ogre has the following reactions, which it can use only while bloodied:

Reflexive Swat. When a creature the ogre can see within 5 feet hits it with a melee attack, the ogre makes a greatclub attack against it.

Furious Smash (1/Day). When it takes damage or is targeted by a spell, the cave ogre roars and smashes the ground, a tree, or another object, sending debris flying in a 30-foot radius around the ogre. Each creature in the area makes a DC 14 Dexterity saving throw , taking 10 (3d6) bludgeoning damage on a failed save or half damage on a success. Until the debris is cleared, the area becomes difficult terrain , which the cave ogre ignores.
 

Combat 

Against foes it deems small and weak, the ogre charges into a group and uses its Sweeping Strike. It attacks a lone foe, or one that has proven itself to be a threat, with its greatclub.


Names

Bellowbriar, Crod, Curdle, Duroth, Fenthis, Gristlefist, Lumme, Meg, Oglock, Zalan


Legends and Lore

With a Culture or History check, characters can learn the following:

DC 10 Though smaller than their giant ancestors, ogres stand nearly twice as tall as most humanoids. They can see in the dark.

DC 15 Ogres are formidable melee combatants. Their powerful blows force all but the strongest warriors to give ground.

DC 20 In ages past, some ogres learned magic to better serve their giant overlords. Though rare, ogre mages still exist today, selling their services to evil creatures such as devils, vampires, and hags.

Description

A cave ogre is an ogre that has grown strong on a good diet or in a place infused with elemental energy. A cave ogre often lords its power over a clan of ogres or other creatures.

Behavior

1 Snoring in lair

2 Gorging themselves on food and drink

3 Crafting with clumsy tools

4 Hunting

5 Hungry, and mad about it

6 Attacks trespassers in its domain

Signs

1 Guttural roar or laughter

2 A humanoid or animal corpse with a smashed-in skull 

3 Footprints of big bare feet

4 A splintered tree; DC 13 Perception check: big footprints

Encounters

Ogres can be found in any wild part of the world.

CR 0–2 ogre ; 1 or 2 ogrekin

Treasure 60 gp, 100 sp, packet of dried herbs (acts as 2 potions of healing )

CR 3–4 ogre with 2 to 4 goblins , warhordling orc warriors , or wolves ; ogre with 1 or 2 bugbears , giant goats , or ogrekin ; 2 ogres ; cave ogre ; 3 or 4 ogrekin

Treasure 180 gp, sack of rare spices (75 gp), giant-sized bottle of wine (acts as 3 potions of fire giant strength ), 1 rapier (glows in the presence of giants)

CR 5–10 cave ogre with 1 to 3 ogres ; cave ogre with ankylosaurus , cave bear , or griffon ; ogre mage ; ogre mage with doppelganger or green hag

Treasure 400 gp, battered silver ewer etched with bearded giant faces (250 gp), spell scrolls of fear and fireball , animal hide mantle branded with runes (acts as gauntlets of ogre power for the wearer)

CR 11–16 2 ogre mages ; ogre mage with cambion , drider , or night hag ; ogre mage with 2 to 4 ogres ; ogre mage with 2 or 3 doppelgangers

Treasure 2,000 gp, letter from a noble ordering someone’s death, amulet containing the true name of a hezrou , spell scrolls of chain lightning and reverse gravity , wand of binding

Monster Type Description

Giants look like immense humanoids, standing from 10 feet tall (like ogres ) to 30 (like storm giants ). Some giants, like trolls , have human-like shapes but monstrous features.