AC 15 (natural armor)
HP 102 (12d10+36; bloodied 51)
Speed 30 ft.
Saving Throws Dex +5, Wis +2
Skills Perception +2, Stealth +5 (+1d6)
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 12
Languages Common, Giant
Regeneration. The ogre regains 10 hit points at the start of its turn if it has at least 1 hit point and hasn’t taken radiant damage since its last turn.
Spider Climb. The ogre can climb even on difficult surfaces and upside down on ceilings.
Vampire Weaknesses. When the ogre ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, the ogre can’t use his Regeneration trait.
ACTIONS
Multiattack. The ogre makes two attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the ogre, incapacitated , or restrained . Hit: 9 (1d8+5) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the ogre regains hit points equal to that amount. The reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6+5) slashing damage. Instead of dealing damage, the ogre can grapple the target (escape DC 16).