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Savage Ogre - AI-generated fantasy Monster

Savage Ogre

Locals call these creatures Mountain Ogres, though scholars debate whether they are true ogres, degenerate giants, or a separate northern lineage. They are believed to descend from ancient ogres that survived for generations above the tree line and adapted through cannibalism, exposure, and brutal selection. Red-skinned individuals are called Savage Ogres. They are not necessarily larger than other Mountain Ogres, but they are more aggressive, more cunning in battle, and far less likely to accept tribute.

HugeGiant(Giant)CR Challenge 15Chaotic evil

Savage Ogre

giantogreape-likearcticmountainbruteambusherbosssavage ogre
HP255AC+10SPD40 ft., climb 40 ft.CRChallenge 15AthleticsPerceptionStealth
STR
22
save
DEX
14
CON
18
save
INT
6
WIS
12
save
CHA
8
Powerful Build. The ogre has advantage on Strength checks and Strength saving throws. It counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Mountain Stability. The ogre has advantage on saving throws against being knocked prone, shoved, or moved against its will.
Siege-Climber. The ogre deals double damage to objects and structures. It can climb difficult surfaces, including sheer rock and ice, without making an ability check.
Avalanche Charge. If the ogre moves at least 20 feet straight toward a creature and then hits it with a Crushing Fist attack on the same turn, that target must succeed on a Strength saving throw or be stunned until the end of the ogre's next turn. The ogre can use this feature once per turn.
Hunter of the High Peaks. The ogre has advantage on Wisdom (Perception) checks that rely on smell or hearing in mountainous or snowy terrain.
Multiattack. The ogre makes two attacks: one with its Frostbite Maul and one with its Crushing Fist.
Frostbite Maul. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 22 () bludgeoning damage plus 7 () cold damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone.
Crushing Fist. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 19 () bludgeoning damage. If the target is prone, the attack deals an extra 9 () bludgeoning damage.
Boulder Hurl. Ranged Weapon Attack: to hit, range 60/240 ft., one target. Hit: 25 () bludgeoning damage. The target must succeed on a Dexterity saving throw or be pushed up to 20 feet and knocked prone. A creature that succeeds takes half damage and is not pushed or knocked prone.
Mountainquake (Recharge 5-6). The ogre slams both fists into the ground. Each creature on the ground within 20 feet of the ogre must make a Dexterity saving throw. On a failed save, a creature takes 27 () bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The area becomes difficult terrain until the end of the ogre's next turn.
Grabbing Swipe. When a creature within 10 feet of the ogre moves away from it, the ogre makes one Crushing Fist attack against that creature. If the attack hits, the target's speed becomes 0 until the end of the current turn.
Mountain Stride. The ogre moves up to half its speed without provoking opportunity attacks.
Fist Strike. The ogre makes one Crushing Fist attack.
Stunning Stomp (Costs 2 Actions). The ogre stomps. One creature within 10 feet must succeed on a Dexterity saving throw or take 13 () bludgeoning damage and fall prone.
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