Ogres

Ogres are distantly related to giants and resemble a haphazard cross between giants and humans. They typically have heads, hands and feet that are oversized for their body, with overlong arms and overly short legs.

Large / Humanoid / Biped

Description

Ogres are distantly related to giants and resemble a haphazard cross between giants and humans. They typically have heads, hands and feet that are oversized for their body, with overlong arms and overly short legs. Their skin colorations are often unusual for a humanoid, such as shades of bright green, orange or red. They often have an abundance of various colors of hair which can often be wiry and easily tangled. Some but not all ogres grow horn-like carotene growths on their heads, making them even more menacing.

Society

Ogres tend to be solitary and territorial creatures. They rarely socialize with other ogres, and even less so with other species. Even the kind and gentle ogres prefer to keep to themselves rather than go into town and be called a monster. While many fear them, some mercenary groups and militaries seek them out to hire them as security and brutes since their bodies are perfectly suited for such work.

Subspecies

Choose a subspecies from the options below.

Horned Ogre

Large / Humanoid / Biped

Average Height 230 cm
Average Weight 125 kg
Lifespan 45-65 Years
Age of Adulthood 13
Attribute Modifiers +2 STR or +2 CON
Movement Speed 6 Meters W
Movement Types Walking
Creature Size / HP Die Type Large / d10
Languages Ogrik and Uman

Traits

Long Reach

You can Target with Melee Attacks and gain Reaction Attacks on Creatures at a +1 Meter Range Increase.

Add a Destiny Die to all Athletics skill rolls made to Jump or Climb.

Add +2 meters to all successful jump distances.

Big Hands

You can Wield 2 Hand Weapons in 1 Hand.

You can Wield Large Sized Weapons.

Abilities

Ogre Horn

Many Ogres possess 1 or more horn-like protrusion on their body that they are known to weaponize.

Damage Damage Types Range Traits
1d10 Puncture 1 Meter Natural Weapon, Charging Weapon

Ogre’s Roar

Ogres are capable of generating a tremendous roar, that is so loud and forceful it is capable of deafening and knocking creature over.

Effect: Target creature must Roll a CON Saving Throw. The DC is Equal to 10 + your STR or CON Modifier.

Fail: The Creature is Knocked Prone and becomes Deafened until the end of their next turn.

Pass: The Creature becomes Deafened until the end of their next turn.
Traits

Targets 1 Creature
Action Action
Might Cost 1
Range 6 Meters
Traits Audible 

Bogglemarsh Ogre

Large / Humanoid / Biped

Average Height 230 cm
Average Weight 125 kg
Lifespan 45-65 Years
Age of Adulthood 13
Attribute Modifiers +2 STR or +2 CON
Movement Speed 6 Meters W
Movement Types Walking
Creature Size / HP Die Type Large / d10
Languages Ogrik and Uman

Traits

Long Reach

You can Target with Melee Attacks and gain Reaction Attacks on Creatures at a +1 Meter Range Increase.

Add a Destiny Die to all Athletics skill rolls made to Jump or Climb.

Add +2 meters to all successful jump distances.

Big Hands

You can Wield 2 Hand Weapons in 1 Hand.

You can Wield Large Sized Weapons.

Iron Stomach

Bogglemarsh Ogres will eat just about anything that has nutritional value and don’t care too much what it looks, smells or feels like.

Bogglemarsh Ogres can always find enough food for themselves if they spend 10 or more minutes foraging using a Survival Skill Check. They always considered to have advantage on this roll when they are hungry or have no food reserves. The Narrator decides how difficult it is to find food and adjusts the DC accordingly, keeping in mind that they are not picky. If you are playing with the optional ruleset there’s a 25% chance that they will find the food they find to have one Beneficial Food Trait in addition to Sustenance.

Abilities

Ogre’s Roar

Ogres are capable of generating a tremendous roar, that is so loud and forceful it is capable of deafening and knocking creature over.

Effect: Target creature must Roll a CON Saving Throw. The DC is Equal to 10 + your STR or CON Modifier.

Fail: The Creature is Knocked Prone and becomes Deafened until the end of their next turn.

Pass: The Creature becomes Deafened until the end of their next turn.

Targets 1 Creature
Action Action
Might Cost 1
Range 6 Meters
Traits Audible