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Mutant Ogre

by Jamie Baty

PC2 AB30
Large Giant
Hit Dice: 4d8+15 (33 hp)
Initiative: -1 (-1 Dex)
Speed: 40 ft. (8 squares)
Armour Class: 14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +3/+13
Attack: Greatclub +9 melee (2d8+9)
Full Attack: 1 Greatclub +3 melee (2d8+9) and 1 Greatclub -1 melee (2d8+4) and bite +3 melee (1d3+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Darkvision 90ft, Low-light vision
Saves: Fort +7, Ref +0, Will +1
Abilities: Str 23, Dex 8, Con 17, Int 4, Wis 10, Cha 5
Skills: Intimidate +0, Listen +2, Spot +2
Feats: Toughness, Weapon Focus (Greatclub)
Environment: Any land
Organisation: Solitary, Pair, or Company (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: -

Yet another experiment of the mage Kavel Kleinszter. He gave the mutant ogres an extra pair of arms and a giant lizard's head. The bite of the lizard's head has not quite fully developed yet, and the process made the ogres less intelligent than they already were. However, they can wield dual greatclubs, and are stronger and tougher than before. Their limited intelligence prevents their use for anything but guard duty.
These creatures understand Giant, but are incapable of speech.

Combat
Mutant ogres are brutish and unintelligent foes that tend to follow orders literally. They are useful as guards only because of there ability to smash up anything that approaches it and their limited ability to question orders.
They attack with dual greatclubs and a weak bite.