Ogre, Alleybasher

Family: Ogre

Large giant, chaotic evil

Armor Class 13 (studded leather)
Hit Points 85 (10d10 + 30)
Speed 40 ft.

19 (+4) 12 (+1) 16 (+3) 8 (–1) 7 (–2) 7 (–2)

Skills Intimidation +6, Sleight of Hand +3, Stealth +3
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 4 (1,100 XP)
Proficiency Bonus +2


  • Imposing Figure. The alleybasher uses its Strength modifier instead of its Charisma modifier when making Intimidation checks (included above).
  • I Work for the Boss (3/Day). If the alleybasher is subjected to an effect that would force it to make an Intelligence, Wisdom, or Charisma saving throw while it is within 30 feet of its superior, the ogre can use the superior’s Intelligence, Wisdom, or Charisma modifier for the saving throw instead of its own.


  • Multiattack. The alleybasher makes two Fist attacks or three Throw Brick attacks. If the ogre hits one Medium or smaller creature with both Fist attacks, the target must succeed on a DC 13 Strength saving throw or be forced prone.
  • Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage.
  • Throw Brick. Ranged Weapon Attack: +6 to hit range 20/60 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
  • Handful of Sandy Rocks (Recharge 6). The alleybasher scatters rocks and blinding sand in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) bludgeoning damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn’t blinded.


  • Intimidating Rebuff. When a creature the alleybasher can see within 30 feet of it targets it with an attack, the ogre can make a Strength (Intimidation) check, taking half a step forward, snarling, or otherwise attempting to spook the attacker. If the check is equal to or higher than the attack roll, the attacker must reroll the attack roll, using the lower of the two results.


An ogre clad in spiked leathers and wearing brass knuckles turns the corner. It cracks its knuckles and smiles wickedly, punching a hole in a brick wall for violent emphasis.

Most ogres are simple giants, driven by foul tempers and large appetites. Theirs is an existence that is often cut short by infighting, bigger giants, and defiant heroes. Some of the bolder ogres seek out the bustling cities the smaller folk call home, where their talent for violence and intimidation makes it easy for them to enjoy a life of crime.

Goon Squad Muscle. A few alleybasher ogres take jobs as bouncers and muggers on their own, but more often a street gang, a shady performer, or thieves’ guild employs them as muscle. Their cruelty and propensity for violence serve them well, and their massive size counts for far more than personality in criminal circles. Gangs and guilds teach alleybashers the tools of their trade: Brick, rocks, fists, and more.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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