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:

  • At will: light, mold earth, create bonfire

  • 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.

large
giant
cr2
nerzugals-extended-bestiary