Ogre Mage

MapTool Token

NameOgre Mage
Sorted NameOgre Mage
FamilyOgre Mage
Size and TypeLarge Giant
Hit Dice Count5
Hit Dice5d8+15 (37 hp)
Random Hit Points5d8+15 - 15
Initiative+4
Speed40 ft. (8 squares), fly 40 ft. (good)
Armor Class18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18
Base Attack/Grapple+3/+12
Attack

Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/x3)

Full Attack

Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/x3)

Space/Reach10 ft./10 ft.
Special AttacksSpell-like abilities
Special Qualities

Darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19

SavesFort +7, Ref +1, Will +3
AbilitiesStr 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17
Skills

Concentration +11, Listen +10, Spellcraft +10, Spot +10

Feats

Combat Expertise, Improved Initiative

EnvironmentCold hills
Challenge Rating8
Organization

Solitary, pair, or troupe (1-2 plus 2-4 ogres)

TreasureDouble standard
AlignmentUsually lawful evil
AdvancementBy character class
Level Adjustment+7
VersionSRD
SourcesSystem Reference Document
Stat_Block

Ogre mage; CR 8; Large giant; HD 5d8+15; hp 37; Init +4; Spd 40 ft. (8 squares), fly 40 ft. (good); AC 18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18; Base Atk +3; Grp +12; Atk +7 melee (3d6+7/19-20, greatsword) or +2 ranged (2d6/x3, longbow); Full Atk +7 melee (3d6+7/19-20, greatsword) or +2 ranged (2d6/x3, longbow); Space/Reach 10 ft./10 ft.; SA Spell-like abilities; SQ Darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19; AL LE; SV Fort +7, Ref +1, Will +3; Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17

Skills and Feats: Concentration +11, Listen +10, Spellcraft +10, Spot +10; Combat Expertise, Improved Initiative

Ogre Mage

Ogre Mage
Large Giant
Hit Dice:
5d8+15 (37 hp)
Initiative:
+4
Speed:
40 ft. (8 squares), fly 40 ft. (good)
Armor Class:
18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18
Base Attack/Grapple:
+3/+12
Attack:
Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/x3)
Full Attack:
Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/x3)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Spell-like abilities
Special Qualities:
Darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19
Saves:
Fort +7, Ref +1, Will +3
Abilities:
Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17
Skills:
Concentration +11, Listen +10, Spellcraft +10, Spot +10
Feats:
Combat Expertise, Improved Initiative
Environment:
Cold hills
Organization:
Solitary, pair, or troupe (1-2 plus 2-4 ogres)
Challenge Rating:
8
Treasure:
Double standard
Alignment:
Usually lawful evil
Advancement:
By character class
Level Adjustment:
+7

The ogre mage is a more intelligent and dangerous variety of its mundane cousin.

An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.

Ogre mages speak Giant and Common.

Combat

Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.

Spell-Like Abilities: At will-darkness, invisibility; 1/day- charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14). Caster level 9th. The save DCs are Charisma-based.

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

Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.

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 some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

Ogre Mages as Characters

Ogre mage characters possess the following racial traits.

  • +10 Strength, +6 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma.
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • An ogre mage's base land speed is 40 feet. It also has a fly speed of 40 feet (good).
  • Darkvision: Ogre mages can see in the dark up to 60 feet.
  • Racial Hit Dice: An ogre mage begins with five levels of giant, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
  • Racial Skills: An ogre mage's giant levels give it skill points equal to 8 x?(2 + Int modifier [minimum 1]). Its class skills are Concentration, Listen, Spellcraft, and Spot.
  • Racial Feats: An ogre mage's giant levels give it two feats.
  • +5 natural armor bonus.
  • Special Attacks (see above): Spell-like abilities.
  • Special Qualities (see above): Regeneration 5, spell resistance 19.
  • Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Goblin, Infernal, Orc.
  • Favored Class: Sorcerer.
  • Level adjustment +7.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/x3), or Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/x3)

feats: COMBAT EXPERTISE, IMPROVED INITIATIVE, ,