Ogre, Magi

Ogre, Magi
Level 8 (+4)
Awareness
19
Senses
Low-light Vision
Initiative
18/1d8
Max HP
234
Resilience: +4
Healing Value: 46
Morale
3
Defenses
AC
19/23
Touch
17
Fort
18
Reflex
20
Will
18
Resistances:
Vulnerabilities:
Defensive Actions
Fast Healing
No Action
Attributes / Saving Throws
STR
19 / 22
DEX
11 / 14
CON
16 / 19
INT
14 / 17
WIS
15 / 18
CHA
16 / 19
Saving Throw Modifiers:
Actions
Movement Modes
Shift (Fly) 5ft / 3
Skirmish 35ft / 4
Sprint 50ft / 4
Fly (Hover) 50ft / 4
At-Will
+12 vs AC (Crit 3%/6)
Great Sword
2d6+12 Slashing damage (ArN 0)
REC 9, Reach 10 ft
2d10+12 Bludgeoning damage
Grapple +13
Special Actions
Eldritch Casting
On each turn, roll 1d6 to determine the actions available to the Ogre Magi. The Ogre Magi has an Arcana of +9 and an Eldritch Might of 5.

Any result, choose one of the following:
Magic Missile [CT 2, REC 4] (Basic, Pot 1d4+5, MR Yes)
Ray of Enfeeblement [CT 4, REC 4] (Basic, Pot 1d4+5, MR Yes)

3 or more, choose one of the following:
Fire Flow [CT 2, REC 6] (Basic, Pot 1d4+5, MR Yes)
Sleep [CT 6, REC 2] (Basic, Pot 1d4+5, MR Yes)
Invisibility [CT 4, REC 4] (Basic, Pot 1d4+5, MR Yes)

5 or more, choose one of the following:
Frozen Void [CT 6, REC 3] (Advanced, Pot 1d6+5, MR Yes)
Gaseous Form [CT 3, REC 3] (Advanced, Pot 1d8+5, MR Yes)
Overland Movement
30 mi/day
Qualities
  • Eldritch Shield: The Ogre Magi utilizes an Eldritch Shield spell to grant him a persistent +2 Shield bonus to AC, Touch & Reflex. (inc)
  • Innately Magical: The Ogre Magi is innately magical, granting it a +4 bonus to Intelligence and Charisma. Additionally, it can magicall fly and hover at will. (inc)
  • Proud: The Ogre Magi gains a +1 racial bonus to morale. (inc)
  • Thuggish: +2 racial bonus to Bravery (inc)
  • Natural Armor: AC +2/+6, REF +1 (inc)
Skills: Rank 1 Climb [+5], Rank 2 Listen [+6], Rank 3 Spot [+8], Rank 6 Ritual Casting [+14], Rank 2 Survival [+6], Rank 3 Investigate [+8], Rank 6 Eldritch Arts [+14], Rank 1 Charm [+4], Rank 3 Coercion [+9], Rank 3 Depection [+8], Rank 2 Manipulation [+6], Rank 5 Persuasion [+12], Rank 1 Aloofness [+4], Rank 3 Bravery [+10], Rank 5 Intuition [+12], Rank 1 Tolerance [+4], Rank 4 Suspicion [+10]
Feats: Fast Initiative, Improved Attack, Heavy Hitter
Philosophies: Rank 3 Mental, Rank 3 Physical, Rank 5 Eldritch
Combat Training: Cast 3, Melee 2, Parry 1, Fort 2, Reflex 2, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Great Sword
Social
Languages: Giant, Common
Composure: 23
Charm
+4
Coercion
+9
Deception
+8
Manipulation
+6
Persuasion
+12
Aloofness
+4
Bravery
+10
Intuition
+12
Tolerance
+4
Suspicion
+10
Prejudices:
  • Smaller Creatures: Doubt 1
  • Good-Aligned Creatures: Hate 2
Motives: Acquire Power, Head of Tribe
"My bodyguard swung with all his might at the strange creature, but no matter how hard he struck, it was as if the blade stopped before it even touched the blue monstrosity. Eventually, he tired, the ogre smiled, and laid him low with a heavy overhand punch. Suffice it to say I felt completely helpless."
——Memoirs of Laster Alibaster, Halfling Explorer
The Ogre Magi is considered somewhat of a mutation among its own people. For this reason, you will rarely see a Magi among other ogres, except when it is giving commands. Ogre Magi posses an unusual aptitude for the Eldritch Arts, and true wizards are skeptical if the creatures actually harness magic, or are innately infused with it, the bastards of a foul experiment to combine brute strength with magical force. Ogre Magi are much more intelligent than common Ogres and are also distinguishably different, sporting blueish tinted skin, glowing eyes and bony protrusions along the top of the skull. Due to their unusual power and intelligence, Ogre Magi resent the weakness of their own kind, and tend to use them for personal gain rather than friendship. Ogre Magi also have a tendency to serve as mercenaries for less than reputable individuals.


Ogre Characteristics

Ogres are large, hairy brutes with crude and volatile habits. They tend to be lazy, stupid and survive by taking from other creatures weaker than them. They associate with other troublesome creatures such as Trolls, Orcs, Giants and the like, usually to join forces for raiding and pillaging large settlements. Ogres have protruding jaws, large, sloped foreheads overshadowing beady, black eyes. Their skin color ranges from light brown to sickly green. They dress in patches of whatever clothing they can find, and are usually equipped with broken pieces of armor and massive clubs. The typical ogre weighs from 600 to 700 lbs. and can stand anywhere from 9 to 11 feet.

History

Ogres do not have much of a legacy, other than one of stupidity, ignorance, brutality and an appreciation for crude humor. Ogres have appeared in many great battles and events, but usually as additional forces or in raiding bands of their own, but from what scholars can tell, Ogres have little stake in anything save their immediate needs, which is probably why Ogre clans are rarely organized well enough to present much of a threat to the goodly races. Ogres have been spotted in various places all over the world, and their appearances and mannerisms can be different depending on their environment. There is in fact a rumor that far to the east is a clan of ogres that are highly sophisticated, intelligent philosophers who abhor violence. Of course, whenever this is mentioned, most listeners will find cause to make the subject the butt of a sarcastic joke.

Culture

Ogres can usually be found in small raiding bands, or sometimes living in solitude. They seem to live a transient lifestyle, as their activities and treatment of other creatures tend to attract unwanted attention from local authorities. Rewards for slain ogres are commonly offered in more rural villages. Ogres tend to take what they want, then when there is nothing left, simply leave. They enjoy crude, dirty humor, and beyond a large appetite, seem to have little interest in anything other than shiny objects and violence.