Ogre Warchief

Large giant, chaotic evil

Armor Class

16 (chainmail)

Hit Points

76 (8d12 + 24)

Speed

40 ft.

STR

20 (+5)

DEX

8 (-1)

CON

17 (+3)

INT

9 (-1)

WIS

10 (+0)

CHA

8 (-1)

Senses

darkvision 60 ft., passive Perception 10

Skills

Athletics +7, Intimidation +3

Languages

Common, Giant

Challenge

4 (1,100 XP)

Actions

Multiattack. The ogre makes two attacks with its greatmaul or with its javelin.

Greatmaul. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target., one target. Hit: 12 (2d6 + 5) piercing damage.

Punt. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage and the target must make a DC 15 Strength saving throw, being thrown 20 ft. and knocked prone on a failed save or pushed 10 ft. and not knocked prone on a success.

War Drums (Recharge 5-6). The warchief play the drums of war. All other ogres within 120 ft. that can hear the drums may use their reaction to make a melee attack against an enemy in range.

large
giant
cr4
nerzugals-extended-bestiary