The result of an unfortunate union between an ogre and a humanoid, the ogrekin (or half-ogre) is cursed with horrific malformations due to its tragic ancestry. Shunned by both parents, ogrekin tend to form unstable clans of their own, often resorting to inbreeding to sustain the collective. While good-natured ogrekin are not entirely unheard of, they are far and few between.
“Ogrekin” is an inherited template that can be added to any Medium humanoid (referred to hereafter as the base creature). An ogrekin retains all the base creature’s Statistics and Special Abilities except as noted here.
CR: Same as base creature +1 (minimum 2).
Alignment: Usually evil.
Type: The creature’s subtype changes to giant.
Armor Class: Natural armor improves by +3.
Special Qualities and Defenses: An ogrekin gains low-light vision. In addition, ogrekin receive two random deformities—one beneficial and one disadvantageous.
Beneficial Deformities: The ogrekin gains one of these, chosen randomly.
1: Oversized Limb: The ogrekin can wield weapons one size category larger than normal without any penalty and gains a +2 bonus to its Strength.
2: Oversized Maw: The ogrekin gains a bite attack (1d4).
4: Thick Skin: Improve natural armor bonus by +2.
6: Vestigial Twin: A malformed twin’s head juts out from the ogrekin, providing the ogrekin with all-around vision.
Disadvantageous Deformities: The ogrekin gains one of these, chosen randomly.
1: Deformed Hand: One hand can’t wield weapons; –2 penalty on attack rolls with two-handed weapons.
3: Light Sensitive: The ogrekin gains light sensitivity.
4: Obese: The ogrekin takes a –2 penalty to Dexterity (minimum score of 1).
5: Stunted Legs: The ogrekin’s base speed is reduced by 10 feet (minimum base speed of 5 feet).