FREQUENCY:
Common
NO. APPEARING: 2-20 [11+]
[16+] <(orc = I, gnoll
= II,
troll = VI, stone
giant = VII, evil cleric = variable,
demon
= variable)> <evil cleric can be replaced with the Evil Priest class
from DL>
ARMOR CLASS: 5 <(NAC:
8 or 9)>
MOVE: 9"
HIT DICE: 4 + 1
%IN LAIR: 20% (20 Ogres:
hills, TPL36:6th, REF3.32)
TREASURE TYPE: Individuals
M
(x10);
Q,
B,
S
in lair
NO. OF AtTACKS: 1 ~ 15 <THACO
14 or 13 with STR bonus>
DAMAGE/ATTACK: 1-10 or by
weapon
(If weapon
type is used to determine
damage/attack, give
a standard bonus of +2 hit points to ogres and leaders/chieftains gain
an additional +1/+2 bonus.)
<cf.
T1.24 --> damage is weapon type +5>
<cf.
T3.45 --> damage is d6+4 for a stone set club>
<cf.
T3.48 --> a short sword is a dagger to an ogre>
<cf.
T3.49--> damage is d8+4 for a battle axe>
<cf.
T3.75--> +6 damage bonus>
<throw
rocks 80' for 1-8 damage: A1-4.40>
<+1
damage per 6 hp?>
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
STRENGTH: 18 <T1-4 implies
that ogre STR is a range from 18 to 18/00>
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
<(ugly-tempered, voracious)> <cruel: C&S 2e>
SIZE: L (9'+ tall)
LEVEL/X.P. VALUE:
III | 90 + 5
DEITY: Vaprak
SAVES: 11.12.13.13.14
Ogres can be found in virtually
any terrain, including subterranean
places.
They are ugly-tempered &&
voracious. <min. daily req. of food:
WSG>
Ogres are also fond of treasure,
and they will sometimes be found serving as mercenaries
in the ranks of orc tribes or evil clerics
or joining with
gnolls for a profitable raid.
Ogres mingle freely with
trolls
and some giants, and they are at times enslaved
by certain demons.
If
11 or more ogres are encountered, there will be one who is a leader
(AC 3, 30-33 HP,
attacking as a 7 HD creature and doing from 2-12
HP
damage/attack).
O.G.R.E. (Leader)
ARMOR CLASS: 3
HIT DICE: 30-33 hp
<29 + d4>
NO. OF ATTACKS: 1 ~ 13 <THACO
10 with STR bonus>
DAMAGE/ATTACK: 2-12
or by weapon
INTELLIGENCE: Low-average
SIZE: L
LEVEL/X.P. VALUE:
IV | 225 + 8
If 16 or
more are encountered there will be 2 such leaders plus 1 additional ogre,
a chieftain with AC 4, 34-37
HP,
and attacking as a 7 HD monster
and doing 4-14 HP damage/attack.
OGRE (Chieftan)
ARMOR CLASS: 4
HIT DICE: 34-37 hp
<33 + d4>
NO. OF ATTACKS: 1 ~ 13
DAMAGE/ATTACK: 4-14
or by weapon
INTELLIGENCE: average
SIZE: L
LEVEL/X.P. VALUE:
IV | 225 + 8
Lair: If ogres are
found in their lair there will be from 2-12 females who fight as normal
ogres but do only 2-8 points of damage and take a maximum of 6 HP per hit
die.
There will also be from
2-8 young who will fight as goblins.
Ogres will take prisoners
in order to use them as slaves (25%) or food (75%),
so there is a 30% chance
that an ogre lair will contain 2-8 slaves/prisoners. <slave
table>
As they are very fond of
halfling,
dwarf,
or elf flesh, there is only a 10% chance that such creatures will be found
alive in an ogre lair.
Ogres speak their own language as well as that of chaotic evil, orcs, trolls, and stone giants.
Description: The hide
of ogres varies from dull
blackish-brown
to dead yellow.
Rare specimens are a sickly
violet
in color.
Their warty bumps are often
of different color - or at least darker than their hides.
Hair is blackish-blue
to dull dark green.
Eyes are purple
with white pupils.
Teeth are black
or orange, as are talons.
Ogres wear any sort of skins
or furs. <cf. DMG>
They care for their arms
and armor reasonably well.
The life span of an ogre
is not less than 90 years.
Tribal
Spell Casters : Shamen (C3 maximum).
Not recommended for random encounters.
FREQUENCY: Common ([Dungeon Level III])
FREQUENCY:
Common ([Cold Civilized Mountains], [Cold Civilized Hills], [Cold Civilized
Forest], [Cold Civilized Swamp], [Cold Civilized Plains]) <(verbeeg
inhabit the same areas as ogres)>
FREQUENCY:
Uncommon ([Cold Civilized Desert])
FREQUENCY:
Common ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness
Forest], [Cold Wilderness Swamp], [Cold Wilderness Plains])
FREQUENCY:
Uncommon ([Cold Wilderness Desert])
FREQUENCY: Common ([Temperate Civilized Mountains], [Temperate Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Swamp], [Temperate Civilized Plains], [Temperate Civilized Desert])
FREQUENCY: Common ([Temperate
Wilderness Mountains], [Temperate Wilderness Hills], [Temperate Wilderness
Forest], [Temperate Wilderness Swamp], [Temperate Wilderness Plains])
FREQUENCY: Common ([Temperate
Wilderness Desert])
FREQUENCY:
Common ([Tropical Civilized Mountains], [Tropical Civilized Hills], [Tropical
Civilized Forest], [Tropical Civilized Swamp])
FREQUENCY:
Uncommon ([Tropical Civilized Plains], [Tropical Civilized Desert])
FREQUENCY:
Common ([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical
Wilderness Forest], [Tropical Wilderness Swamp], [Tropical Wilderness Plains])
FREQUENCY:
Uncommon ([Tropical Wilderness Desert])
<
cf. reincarnation
AVG. HEIGHT ("): Base: 96/93. Modifier:
2d12.
AVG. WEIGHT (#): Base: 320/280. Modifier:
3d20.
STARTING AGE: 15 + 1d4
MAX. AGE RANGE: 90 + 2d20
AVG. MAX. AGE: 110
MIDDLE AGE: 45
OLD AGE: 60
VENERABLE: 90
STR: 16/20
DEX: 2/8
CON: 14/20
INT: 2/8
WIS: 2/9
CHA: 2/8
(PHBR10.116+)
>
UA:
ABILITIES: S18/90
EQUIPMENT: "skins or furs". this would
be the equivalent of furs, cold clothing (7 gp, 25#) - WSG.18
default weapon = spear+
club
To ogres and their ilk most
human weapons that they can use are one-handed.
I say that as barbarians
get d12 for HPs, then clearlly extrapolation of the same principle must
apply to large and vigorous creatures.
This mitigates the potential
increase in PC prowess.
As a matter of fact, adult
critters were assigned 7-12 HPs per HD in my AD&D
campaigm--have been given the same in what I have designed for the C&C
game system.
Also, with increase in damage
due to Strength, all large and powerful monsters, including ogres and giants,
gain a damage bonus equal to their number of HD.
Quote:
Originally Posted by Gentlegamer
Was the determination of
such a damage bonus dependant on the monster's assumed Strength score or
just on the fact that monster was large and presumably strong? Would this
damage bonus apply to natural attacks as well as those attacking with weapons?
It's always great to get
some insight into the "lost" 2nd edition AD&D! Thanks!
As
a ganeral rule I used HD = additional damage, half HD for the non-robust
individuals.
So an ogre would be 4d12
+ 1 HPs, with damage as +4 or +2.
A 1st level m-u with a Sleep spell could still count on taking out the orge.
Cheers,
Gary