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Ogre:Ogre Mage
Size & Type (subtype):Large GiantHit Dice:5d8+15 (37)
Initiative:   +4 (Improved Initiative)   Speed:   30 ft., fly 40 ft. (good)  
Armor Class:   18 (-1 size, +5 natural, +4 chain shirt)   Attacks:   Huge greatsword +7 melee; or Huge longbow +2 ranged  
Damage:   Huge greatsword 2d8+7; or Huge longbow 2d6   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Spell-like abilities   Special Qualities:   Regeneration 2, SR 18  
Saving Throws  Fortitude: 7  
Reflex: 1  
Will: 3  
Abilities:   Str: 21
Dex: 10
Con: 17
Int: 14
Wis: 14
Cha: 17
Skills:   Concentration +6, Listen +5, Spellcraft +4, Spot +5   Feats:   Improved Initiative  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, pair, or troupe (1-2 plus 2-4 ogres)  
Challenge Rating:   8   Challenge Rating Value:   8  
Treasure:   Double standard   Alignment:   Usually lawful evil  
Advancement:   By character class  


Ogre mages speak Giant and Common.

Spell-Like Abilities: At will-darkness and invisibility; 1/day-charm person, cone of cold, gaseous form, polymorph self, and sleep. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level).

Flight (Su): An ogre mage can cease or resume flight as a free action. While in gaseous form it can fly at normal speed and has perfect maneuverability.

Regeneration (Ex): Ogre mages take normal damage from fire and acid. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or other vital organ is severed, it must be reattached within 10 minutes or the creature dies. Ogre mages cannot regrow lost body parts.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002