Ogre Shaman
Large giant, chaotic evil
Armor Class
9
Hit Points
59 (7d10 + 21)
Speed
40 ft.
STR
16 (+3)
DEX
8 (-1)
CON
16 (+3)
INT
5 (-3)
WIS
8 (-1)
CHA
14 (+2)
Senses
darkvision 60 ft., passive Perception 9
Languages
Common, Giant
Challenge
2 (450 XP)
Thick Hide. The ogre has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The ogre’s innate spellcasting ability is Charisma (spell save DC 12). The ogre can innately cast the following spells, requiring no material components:
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At will: light, mold earth, create bonfire
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1/day each: earth tremor, enhance ability, fog cloud, color spray
Actions
Club. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.