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.