Ogres

Fallen Ogre

An ogre titan who undergoes the degeneration does not simply revert back to their original form. Instead, the ogre bears not only the physical scars of the wrenching transformation, but indeed is tainted deeply by the horrifying ritual involved. A fallen ogre loses all benefits of the titan template, additionally suffering a permanent -4 Strength, -6 Constitution, -4 Intelligence, and -8 Charisma. Although their minds no longer truly grasp the same concepts and ideas that they once had as titans, they have the memory of it all. They know they once stood over all other ogres, but now they are the lowest of them all. Many self-destruct, finding some way to die and free themselves from the memories. A few try and “earn” their way back to greatness, but usually, Dauroth refuses to even entertain the thought, for it is typically his choice that the titan has fallen for some slight or mistake they made.

Half-Ogres

Half-Ogre Racial Traits

+4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma: Like their ogre parent, half-ogres are strong and tough, but they also inherit that parent’s dull wit and lack of social graces.

Medium: Half-ogres are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-ogres have a base speed of 30 feet.

Giant Blood: Half-ogres count as both giants and humans for any effect related to race.

Low-Light Vision: Half-ogres can see twice as far as humans in conditions of dim light.

Thick Hide: Half-ogres gain a +1 natural armour bonus.

Languages: Half-ogres begin play speaking Common and Ogre. Half-ogres with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Merrow

These cousins of the ogre have the aquatic subtype.

They dwell in freshwater lakes and rivers. They have a base land speed of 30 feet and a swim speed of 40 feet and are found only in aquatic environments.

Instead of the typical ogre’s greatclub, they prefer to use longspears in melee (attack +7 melee, damage 2d6+7/×3).

Ogre Mage

In Dragonlance, ogre mages are off-shoots of standard ogres (or throwbacks, depending on how one wishes to look at it), not oni as described in the Pathfinder RPG Bestiary. Below are the standard statistics for a Krynnish ogre mage.

Ogre Mage     CR 8

XP 4,800
LE Large humanoid (giant, shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +13

DEFENCE
AC 21, touch 12, flat-footed 18; (+4 armour, +3 Dex, +5 natural, -1 size)
hp 84 (8d8+48); regeneration 5 (fire or acid)
Fort +12, Ref +5, Will +6
SR 19

OFFENCE
Speed 40 ft., fly 60 ft. (good)
Melee greatsword +12/+7 (3d6+10/19-20)
Ranged composite longbow +8 (2d6+7)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 9th)
Constant—fly
At will—darkness, invisibility
1/day—charm monster (DC 17), cone of cold (DC 18), deep slumber (DC 16), gaseous form

STATISTICS
Str 24, Dex 17, Con 23, Int 14, Wis 14, Cha 17
Base Atk +6; CMB +14; CMD 27
Feats Combat Expertise, Combat Reflexes, Improved Initiative, Iron Will
Skills Fly +5, Intimidate +14, Perception +13, Spellcraft +10, Use Magic Device +11
Languages Common, Ogre
SQ change shape (Small, Medium, or Large humanoid; alter self or giant form I), flight

ECOLOGY
Environment cold hills
Organization solitary, pair, or patrol (1-2 plus 2-4 ogres)
Treasure double (chain shirt, greatsword, composite longbow [+7 Str] with 20 arrows, and other treasure)

Ogre Titan

Creating an Ogre Titan

“Ogre titan” is an acquired template that can be added to any Medium or larger humanoid or monstrous humanoid with giant blood and a Constitution score of at least 12 (referred to hereafter as the base creature). Examples of eligible creatures are ogres, ogre mages, trolls, hags, half-ogres, Irda, and hill giants. An ogre titan has all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: As base creature +2.

Alignment: Any evil.

Size and Type: The creature’s type changes to monstrous humanoid. Do not recalculate base attack bonus, saves, or skill points. Size increases by one step, with appropriate changes to ability scores, Armour Class, natural armour, and attacks.

Armour Class: Natural armour improves by +4 (this stacks with existing natural armour bonuses and adjustments from size increase).

Speed: Base land speed increases by 10 feet.

Attacks: An ogre titan has two claw attacks, two bone spur attacks, and a bite attack; the claws and bite are primary natural weapons. If the base creature can use manufactured weapons, it retains this ability. An ogre titan fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead. An ogre titan without weapons uses its claws, bone spurs, and bite when making a full attack. If armed with a weapon, it usually uses its weapon as its primary attack and its bite and bone spurs as secondary attacks. If it has a hand free, it may also make a claw attack as a secondary attack.

Damage: An ogre titan has bite, claw, and bone spur attacks. If the ogre titan does not already have a bite attack or claw attack, use the damage values in the accompanying table. Otherwise, use the damage value in the table or the base creature’s damage values, whichever are greater.

Size Bite Claw/Spur
Large 1d8 1d6
Huge 2d6 1d8
Gargantuan 3d6 2d6
Colossal 4d6 3d6

Special Attacks: An ogre titan retains all of the special attacks of the base creature and also gains the special attacks listed below. Unless otherwise noted, all saving throws against an ogre titan’s special attacks have a DC of 10 + 1/2 ogre titan’s HD + Charisma modifier.
Awe-Inspiring Presence (Su): The presence of an ogre titan can have an incredible effect on its lesser kin. Ogres, half-ogres, trolls, and other creatures with the giant subtype within a 30 ft. radius + 10 ft. per point of Charisma bonus of the ogre titan must make a Will saving throw or be charmed (as charm monster). While charmed, an affected creature gains a morale bonus to attack rolls, damage rolls, and saving throws against mind-affecting effects equal to the ogre titan’s Charisma bonus for as long as it remains within the effect’s radius. Creatures in the area of effect that are not affected by the charm (creatures that are not ogres, half-ogres, trolls, or giants) must instead make a Will saving throw or become shaken. A shaken creature must make a second Will save if the ogre titan attacks, charges, or otherwise directly confronts the creature or become panicked.
Necromantic Talent (Su): As a result of the necromantic energies used in the Ritual of Rebirth, an ogre titan’s body is suffused with necromantic power. Any necromantic spell cast by the ogre titan has a +1 bonus to the save DC and a +1 caster level for the purposes of overcoming spell resistance and determining variable spell effects. An ogre titan is healed by negative energy effects and harmed by positive energy effects, just as an undead creature.
Stone and Steel Shaping (Sp): An ogre titan may use fabricate as a spell-like ability with a caster level equal to the ogre titan’s Hit Dice. The use of this ability is limited to stone and metal and is fatiguing; when used, the ogre titan suffers a -2 penalty to Strength and Dexterity and cannot run or charge until he has rested for a length of time equal to the time spent using the ability. An ogre titan who is further fatigued during this time becomes exhausted.
Soul Blast (Sp): An ogre titan may generate blasts of necromantic energy at the cost of his own health. These blasts take the form of ranged touch attacks composed of negative energy. Each blast has a range of 60 feet and deals 1d4 points of damage for every 2 hit points the ogre titan expends to use it, up to a maximum number of dice equal to the ogre titan’s Hit Dice. An ogre titan may split these dice up among multiple targets if the ogre titan would normally gain additional attacks each round based on his base attack bonus. Thus, a 16 HD ogre titan with a BAB of +13 and Dexterity of 14 could make a single 16d4 attack with a +15 bonus (dealing 32 points of damage to himself) or a 6d4 attack at a +15 bonus, a 6d4 attack at a +10 bonus, and a 4d4 attack at a +5 bonus.

Special Qualities: An ogre titan retains all of the special qualities of the base creature and also gains the special qualities listed below.
Giant Blood: Ogre titans are considered to be giants for the purposes of effects that target creatures with the giant subtype.
Heightened Senses (Ex): An ogre titan has extremely acute senses, which grants him a +8 racial bonus to Perception checks. An ogre titan gains low-light vision and darkvision 60 ft., if the base creature did not already have them, and the scent extraordinary ability, allowing him to detect opponents within 30 ft. by sense of smell.
Inscrutable Intellect (Ex): An ogre titan’s complex and labyrinthine mind allows him to add his Intelligence bonus as a racial bonus to saving throws against mind-affecting spells and effects and attempts to discern his thoughts.
Titan Language (Ex): An ogre titan can speak and understand a strange language that was invented by Dauroth and taught to ogres who undergo the Ritual of Rebirth. This language is said to be that of the ancient ogre titans, although no such race ever existed. Because of its alien nature, it requires twice as many skill points to learn as other languages, and spells such as comprehend languages and tongues require a DC 20 Intelligence check on the part of the spellcaster to decipher the language’s structure.

Abilities: Increase from the base creature as follows: Strength +4, Dexterity +4, Constitution +4, Intelligence +8, Wisdom +4, Charisma +10. These are in addition to the ability score adjustments from a size increase.

Skills: Ogre titans receive a +4 racial bonus to Intimidate, Knowledge (arcana), Knowledge (history), and Sense Motive.

Organization: Solitary, pair, or cabal (3-8).

Treasure: Double standard.

Yrasda

The yrasda is an aquatic ogre subrace favoured by Zeboim and once rumoured to be an offshoot of the Irda. In truth, the yrasda is identical in appearance and statistics to the freshwater aquatic ogre or merrow (see above), with the following differences:

-2 Strength, +2 Intelligence: Yrasda are not as physically powerful as their more-plentiful merrow cousins, but neither are they as dull-witted.

Alternate Form (Su): 3/day—An yrasda can assume the form and physical qualities of a manta ray and remain in this form indefinitely. This ability is the same as a beast shape II spell cast by a wizard of the yrasda’s character level. The yrasda may only use this ability while in an environment suitable for manta rays (such as the sea).

Automatic Languages: Common, Ogre. Bonus Languages: Aquan, Elven.

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