With prodigious, upward-curving tusks and blood-red skin, this ogre looks even more bestial than the rest of its race. Veins stand out over its heavily-muscled body, and its eyes display a madness beyond the promise of cruelty and stupidity inherent in its fellows.
Few in Number. Profane magical experimentation produced the tusked crimson ogres long ago, though they possess the capability to breed among themselves and their ogre kin. Seldom do they appear in great numbers due to their ferocity and utter lack of fear.
Shunned by Normal Ogres. Other ogres have learned, for all their dimwittedness, to let tusked crimson ogres have their way, as a means of self-preservation.
Tusked Crimson Ogre
Large giant, chaotic evilArmor Class 14 (half plate)
Hit Points 93 (11d10 + 33)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 7 (-2) | 7 (-2) |
Saving Throws Con +6, Wis +1
Skills Athletics +7, Intimidation +4
Damage Resistances poison
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 5 (1,800 XP)
Blood Frenzy. The ogre has advantage on melee attack rolls against any creature that doesn’t have all its hp.
Rampage. When the ogre reduces a creature to 0 hp with a melee attack on its turn, the ogre can take a bonus action to move up to half its speed and make one bite attack.
Actions
Multiattack. The tusked crimson ogre makes two attacks: one with its morningstar and one with its bite.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Berserker’s Blood (Recharge 5-6). If the tusked crimson ogre doesn’t have all of its hp, it flexes and roars, spraying blood from its wounds. Each creature within 15 feet of the ogre must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) acid damage and goes berserk. On a success, a creature takes half the damage and doesn’t go berserk. On each of its turns, a berserk creature must attack the nearest creature it can see, eschewing ranged or magical attacks in favor of melee attacks. If no creature is near enough to move to and attack, the berserk creature attacks an object, with preference for an object smaller than itself. Once a creature goes berserk, it continues to do so until it is unconscious, regains all of its hp, or is cured through lesser restoration or similar magic.