Ogre Warlord (5e Creature)
Ogre Warlord
Large giant, chaotic evil Armor Class 18 (plate)
Senses darkvision 60 ft., passive Perception 11
Brave. The ogre has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the ogre hits with it (included in the attack). Pack Tactics. The ogre has advantage on an attack roll against a creature if at least one of the ogre's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONSMultiattack. The ogre makes two melee attacks. Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) slashing damage. Earthly Shake (Recharges after a Short or Long Rest). The ogre strikes the ground with its feet or weapon, triggering an earthquake. All other creatures on the ground within 60 feet of the ogre must succeed on a DC 18 Strength saving throw. On a failed save, a creature takes 16 (3d10) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Battle Cry (1/Day). Each creature of the ogre's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the ogre's next turn. The ogre can then make one attack as a bonus action. Leadership (Recharges after a Short or Long Rest). For 1 minute, the ogre can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the ogre. A creature can benefit from only one Leadership die at a time. This effect ends if the ogre is incapacitated. REACTIONSParry. The ogre adds 4 to its AC against one melee attack that would hit it. To do so, the ogre must see the attacker and be wielding a melee weapon. |
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