Half-Ogre Enforcer

Large giant (half-ogre), neutral evil

Armor Class 18 (+1 chain mail armor)
Hit Points 102 (12d10 + 36)
Speed 30 ft.

17 (+3) 13 (+1) 16 (+3) 8 (-1) 10 (+0) 10(+0)

Saving Throws Strength +6, Constitution +6
Skills Intimidation +3, Perception +3, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant
Challenge 6 (2,300 XP)

Special Traits

  • Action Surge (recharges after a short or long rest). The half-ogre enforcer may make one additional action on its turn on top of its normal action (and possible bonus action).
  • Defense. The half-ogre enforcer gains +1 to its AC while wearing armor (included above)
  • Great Weapon Fighting. When the half-ogre enforcer rolls a 1 or a 2 on a damage die for an attack it makes with a melee weapon that it is wielding with two hands, it may reroll the die and must use the new roll.
  • Improved Critical. The half-ogre enforcer’s weapon attacks score a critical hit on a roll of 19 or 20.
  • Special Equipment. The half-ogre enforcer possesses a lesser brazen amulet and a potion of superior healing.


  • Multiattack. The half-ogre enforcer may make two melee or two ranged weapon attacks.
  • +1 Great Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.
  • Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Bonus Actions

  • Second Wind (recharges after a short or long rest). The half-ogre enforcer may regain 1d10 + 8 hit points.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene