Chaotic Evil Large Monster (giant) (9+ ft.)
FREQUENCY: Common
NO. APPEARING: 2-20 (III. 1d3)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 4 + 1 (hp 19)
% IN LAIR: 20% (see description)
TREASURE TYPE: Individuals M (x10); In Lair Q, B, S
THAC0: 15
MELEE: slap/kick (1d10) or spear (1d8+2)
MISSILE: spear (1d8+2)
SPECIAL ATTACKS: none; Hits As: +1
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +21%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LANGUAGES: Giant (stone), Ogre, Orc, Troll
LEVEL: IV (XP 280 or 170 + 5 per hp)
The hide of ogres varies from dull blackish-brown to dead yellow. Rare specimens are a sickly violet in color. Their warty bumps are often of different color — or at least darker than their hides. Hair is blackish-blue to dull dark green. Eyes are purple with white pupils. Teeth are black or orange, as are talons. Ogres wear any sort of skins or furs.
Ogres can be found in virtually any terrain, including subterranean places. They are ugly-tempered and voracious. Ogres are also fond of treasure, and they will sometimes be found serving as mercenaries in the ranks of orc tribes or Evil clerics or joining with gnolls for a profitable raid. Ogres mingle freely with trolls and some giants, and they are at times enslaved by certain demons. They care for their arms and armor reasonably well. The life span of an ogre is not less than 90 years.
If weapon type is used to determine damage/attack, give a standard bonus of +2 hit points to ogres and leaders/chieftains gain an additional +1/+2 bonus.
If 11 or more ogres are encountered, there will be one who is a leader (armor class 3, 30-33 hit points, attacking as a 7 hit dice creature and doing from 2-12 hit points damage/attack). If 16 or more are encountered, there will be 2 such leaders plus 1 additional ogre, a chieftain with armor class 4, 34-37 hit points, and attacking as a 7 hit dice monster and doing 4-14 hit points damage/attack.
If ogres are found in their lair there will be from 2-12 females who fight as normal ogres but do only 2-8 points of damage and take a maximum of 6 hit points per hit die. There will also be from 2-8 young who will fight as goblins.
Ogres will take prisoners in order to use them as slaves (25%) or food (75%), so there is a 30% chance that an ogre lair will contain 2-8 slaves/prisoners. As they are very fond of halfling, dwarf, or elf flesh, there is only a 10% chance that such creatures will be found alive in an ogre lair.
Ogres speak their own language as well as that of Chaotic Evil, orcs, trolls, and stone giants.
Chaotic Evil Large Monster (aquatic, giant) (9-ft tall)
FREQUENCY: Uncommon
NO. APPEARING: 2-24
SURPRISE: 33%; Others +50% (camouflage)
SENSES: infravision
ARMOR CLASS: 4
MOVE: 6" — swim 12"
HIT DICE: 4 + 4 (hp 34)
% IN LAIR: 20%
TREASURE TYPE: A
THAC0: 15
MELEE: spear (2d6) or 2 claws (1d6/1d6) and bite (2d4)
SPECIAL ATTACKS: swimming charge; Hits As: +1
SPECIAL DEFENSES: camouflage
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to Average (5-10)
MORALE: +24%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LANGUAGES: Ogre (aquatic)
LEVEL: V (XP 380 or 210 + 5 per hp)
Aquatic ogres are greenish and scaled with sloping shoulders. Their necks are long and very thick, They have huge mouths and undershot jaws. Hands and feet are webbed.
This aquatic ogre is generally faster, tougher, and fiercer than its land-based kin.
Aquatic ogres use their green coloration to hide (becoming effectively invisible 10-80% of the time, depending on terrain) and attack from cover, surprising 4 in 6.
Aquatic ogres typically attack with a piercing spear (2-12 points) in a swimming charge at +1 to hit, followed by melee with talons and teeth.
Aquatic ogres dwell in relatively shallow waters of 50-250 foot depth. They lair in caves, often in association with scrags. They can survive out of water for up to 2 hours, so they sometimes raid the land. Of 7-12 ogres, 1 will have 31-36 hit points; of 13-18, 2 will have 31-36 hit points; and of 19-24 ogres, 3 will have 31-36 hit points. In the lair of a group of merrow there will be:
— 1 chief
— 2 sub-chiefs
— 1 shaman
— 2-24 females
— 1-12 young
AC 3, 6 + 6 hit dice, +2 on damage
AC 3, 5 + 5 hit dice, +1 on damage
normal male or female
AC 5, 3 + 3 hit dice, 1-2/1-2/1-6 damage
AC 6, 2 + 2 hit dice, 1-2/1-2/1-4 damage
Aquatic ogres are able to speak Ogre as well as their own dialect.
Lawful Evil Large Monster (giant, shape changer) (10½-ft tall)
FREQUENCY: Very Rare
NO. APPEARING: 1-6 (VI. 1d2)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 4
MOVE: 9" — fly 12" (Class C, as per fly spell)
HIT DICE: 5 + 2 (hp 25); regeneration 1
% IN LAIR: 35%
TREASURE TYPE: G (magic only), R, S
THAC0: 15
MELEE: open hand (1d12) or by weapon
MISSILE: by weapon
SPECIAL ATTACKS: spell-like abilities; Hits As: +2
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to Exceptional (8-16)
MORALE: +27%
SAVES: Poison 11, Petrify 11, Wand 9, Breath 13, Spell 10
LANGUAGES: Common, Ogre, Ogre Mage
LEVEL: VI (XP 900 + 6 per hp)
Ogre magi have light blue, light green, or pale brown skins. Their hair is typically of an opposite and darker color (blue-green, green-blue), except that brown skinned ogre magi have dark yellow hair. Their nails are black, and their teeth and tusks are very white. Horns are ivory colored. Their eyes are dark pupiled with white centers. Their apparel is typically colored in patterns familiar to their homeland.
Japanese ogres, ogre magi, are not as rare elsewhere as they are in this part of the world. They normally seek uninhabited places in which to lair—typically in a fortified dwelling or some secure cavern complex below ground. From this location, the ogre magi will foray to capture treasure and humans for slaves and food.
Ogre magi are able to perform the following feats of magic: fly (for 12 turns), become invisible, cause darkness in a 1" radius, polymorph to human (or similar bipedal humanoid form from 4-ft to 12-ft size) form, and regenerate 1 hit point per melee round (lost members must be reattached to regenerate).
Once per day they can also do any of the following: charm person, sleep, assume gaseous form, and create a ray of cold the same dimensions as that of a cold wand which does 8—8-sided dice of damage (unless the appropriate saving throw is made).
If encountered in their lair, the ogre magi will always have a chief of great strength (+2 on each hit die, attacking and saving as a 9 hit dice monster) in addition to the others of his kind indicated by the die roll. There will be 2-12 slaves/prisoners in the lair.
Japanese ogres speak their own language, that of normal ogres, the common tongue, and their alignment tongue.
Chaotic Evil Man-sized Humanoid (giant) (6-7 ft. tall)
FREQUENCY: Rare
NO. APPEARING: 1-4 (In Lair: 5-30)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 6
MOVE: 12"
HIT DICE: 2 (hp 9)
% IN LAIR: 20%
TREASURE TYPE: M; In Lair: B, S
THAC0: 16
MELEE: 2 fists (1d6+1/1d6+1)
SPECIAL ATTACKS: fists, strong (Str 18/01); Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +10%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LANGUAGES: Ogre
LEVEL: II (XP 28 + 2 per hp)
The ogrillon is a smaller species of the ogre, being an orc-ogre crossbreed and displays the same general behavior as its larger cousin (see ADVANCED DUNGEONS & DRAGONS MONSTER MANUAL—Ogre with one exception:
— it never wields a weapon and fights with its horny fists. Because of the creature's Strength of 18/01, each fist delivers 2-7 hit points of damage if it hits.
In appearance these creatures usually resemble orcs and will often associate with them for short periods. It is 90% unlikely that an ogrillon can be distinguished from an orc, even when the two types of creature are in the same group. However, some (10%) are ogrish in appearance though smaller. These also associate with orcs though they are easily distinguishable.
Ogrillons speak the ogrish tongue and their alignment language only.