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Tusked Crimson Ogre

Size
Large
Type
Giant
Challenge Rating
5
Source
Creature Codex
Alignment
Chaotic-Evil
Armor Class
14
Speeds
40
Walking Speed
40
Strength Score
19
Dexterity Score
8
Constitution Score
16
Intelligence Score
5
Wisdom Score
7
Charisma Score
7
Saving Throws
Constitution, Wisdom
Skill Proficiencies
Athletics, Intimidation
Vision
Darkvision (60ft)
Languages Ref
Common, Giant
Hit Points
93
Condition Immunities
Frightened
Resistances
Resistant to Poison Damage
Languages
Aethyrian Common, Giant

Large giant, chaotic evil


Armor Class 14 (half plate)

Hit Points 93 (11d10+33)

Speed 40 ft.


STR
19 (+4)
DEX
8 (−1)
CON
16 (+3)
INT
5 (−3)
WIS
7 (−2)
CHA
7 (−2)

Saving Throws Con +6, Wis +1

Skills Athletics +7, Intimidation +4

Damage Resistances poison

Condition Immunities frightened

Senses darkvision 60 ft., passive Perception 8

Languages Common, Giant

Challenge 5 (1,800 XP)

Blood Frenzy. The ogre has advantage on melee attack rolls against any creature that doesn't have all its hp.

Rampage. When the ogre reduces a creature to 0 hp with a melee attack on its turn, the ogre can take a bonus action to move up to half its speed and make one bite attack.

Actions

Multiattack. The tusked crimson ogre makes two attacks: one with its morningstar and one with its bite.

Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Berserker's Blood (Recharge 5-6). If the tusked crimson ogre doesn't have all of its hp, it flexes and roars, spraying blood from its wounds. Each creature within 15 feet of the ogre must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) acid damage and goes berserk. On a success, a creature takes half the damage and doesn't go berserk. On each of its turns, a berserk creature must attack the nearest creature it can see, eschewing ranged or magical attacks in favor of melee attacks. If no creature is near enough to move to and attack, the berserk creature attacks an object, with preference for an object smaller than itself. Once a creature goes berserk, it continues to do so until it is unconscious, regains all of its hp, or is cured through lesser restoration or similar magic.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.