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Ogre

Large Giant, chaotic evil

CR 2

450 XP

AC: 11 (hide armor)
HP: 59 (7d10+21)
Speed: walk 40 ft.
Senses: darkvision 60 ft., passive Perception 8
Languages: Common, Giant
STR
19
+4
DEX
8
-1
CON
16
+3
INT
5
-3
WIS
7
-2
CHA
7
-2

Actions

Greatclub

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Javelin

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Quick Reference

Challenge: CR 2
Type: Giant
Size: Large
Alignment: chaotic evil
Best for party of 4 at level 3-4

Running This Encounter

Ogres are straightforward brutes that rely on overwhelming physical power rather than tactics. Use them to bully weaker foes, destroy objects, and create environmental hazards by hurling debris. They are easily motivated by food, treasure, or commands from stronger masters. Position them in cramped spaces to limit the party's mobility and flanking options.

Combat Tactics

Ogres attack the nearest threatening target with their greatclub, focusing on dealing massive damage rather than tactical positioning. If damaged significantly, they may attempt to flee or grab a hostage if one is available to escape with their spoils.

Environment & Setting

Ogres thrive in crude lairs such as caves, ruins, abandoned fortresses, or forest clearings. They often barricade themselves with debris, broken furniture, and improvised traps.

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