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ogre

Monster

Land of Eem Bestiary · p.112

Open source p.112
Huge, Solo, Minions
Level 10
Classes C
Parley 2
Block 3
Actions 3

Names Golo, Oomek, Kurgonn, Fogro

Spawned from a primordial lineage, ogres are powerful behemoths blessed with a variety of mutations. Even siblings are dissimilar, often appearing to be two entirely different creatures all together. Ogres are truly massive, bigger than giants, and more cunning, intelligent, and ravenously hungry for sustenance and power. Rare in the modern age, the age of ogres has passed, and they would be more feared throughout all of Eem if folks knew they still existed.

Names: Golo, Oomek, Kurgonn, Fogro

abilities

Ogre Mutations

Roll or choose 3 mutations:

  • 1. Two-Headed Tyrant. Two heads are more perceptive than one. Enemies suffer Disadvantage on Sneak and Trickery Checks in the ogre's presence.
  • 2. Spearing Tusks. May charge and attack a Faraway or Distant target, inflicting double Dread.
  • 3. Chitinous Carapace. Has Defense: .
  • 4. Fetid Glands. Anyone in the ogre's presence suffers to all Checks due to the putrid stink.
  • 5. Crushing Claw. Dread always ignores Block.
  • 6. Thundering Tail. Targets Hit by Ogre Smash are STUNNED and knocked PRONE.
  • 7. Sweltering Burp. Once every 2 rounds, may emit a horrible, hot stench. All Close and Nearby characters become WEAKENED (Vitality Check to resist).
  • 8. Snotlocker. The ogre's nose is massive. Once every Combat, may shove an ENTANGLED target into their nostril prison, covering them in snotty slime. The target is STUNNED, BLINDED (until they escape), and ENGULFED.

Ogre Smash

Once every round, may attack all Close and Nearby targets.

Snatch and Devour

Once every round, may attack a Close or Nearby target. On a 9+ Hit, the target is grabbed and ENTANGLED. On the following rounds, the ogre may ENGULF the target in their mouth.

Big Flick

Once every round, may flick a Close or Nearby target. On a 6+ Hit, they are sent flying into Distant range, suffering + Dread.

vulnerabilities

Ogres are cunning and dastardly, but have one great weakness: they never break deals. Any verbal or written arrangement made with an ogre is honored and upheld, lest they be cursed by fate. Roll a random CURSE if the ogre breaks a deal (p190). If one breaks a deal with an ogre, a curse will be the least of their worries as the ogre unleashes primordial destruction.

social

Very few ogres exist, and those in the modern age seek out remote places to rule over smaller folk. Although they roamed freely ages ago, causing havoc as they consumed to their heart's content, Eem's folk fought back and all of ogre kind was cursed to abide by diplomacy. This is something they deeply lament; they long for the days of yore when the world was young and their great hunger could be sated. So now they grasp and scheme for whatever power they can claim. Ogres respond well to gifts of tribute and it pleases them when puny folk bow to their might.

combat

Ogres rarely encounter creatures that pose a threat. In most situations, they rely on their immense size to grab, squeeze, and flick their foes. They like to boss their minions around to do the dirty work that requires precision. If they truly feel threatened, their rage can topple buildings and crumble mountains.

defeat

Ogres are sore losers. If given the chance, they destroy everything around them in hopes of ridding themselves of their enemies and their shame.

victory

Ogres take captives if it pleases them, or use them as pawns to go places in society where the ogre cannot. Otherwise, they happily devour their enemies whole.