Ogre, Black Sun

Family: Ogre

Large giant, lawful evil

Armor Class 17 (half plate, Infernal Runes)
Hit Points 152 (16d10 + 64)
Speed 30 ft.

20 (+5) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 14 (+2)

Saving Throws Con +7, Wis +4, Cha +5
Skills Religion +4, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Giant, Orc
Challenge 8 (3,900 XP)


  • Infernal Runes. The Black Sun ogre’s tattoos give it a +2 bonus to its AC (included above). In addition, the ogre has advantage on saving throws against spells and other magical effects.
  • Unholy Blade. Infused with unholy power, the ogre’s weapon attacks are magical. When the ogre hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack).


  • Multiattack. The Black Sun ogre makes two Greatsword attacks.
  • Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 7 (2d6) necrotic damage.
  • Dark Word. The ogre speaks an infernal word of unmaking at up to two creatures it can see within 120 feet of it. Each target must succeed on a DC 16 Constitution saving throw or take 22 (5d8) necrotic damage.


  • Gauntleted Backhand. When a creature within 5 feet of the Black Sun ogre misses the ogre with a melee attack, the attacker must succeed on a DC 16 Dexterity saving throw or be forced prone.


A pale, scarred ogre lumbers forward, half its body covered in armor, the other half covered in tattooed glyphs and arcane symbols.

Hulking armored killers fueled by infernal magic and cold brutality, Black Sun ogres serve as enforcers, guardians, and a nearly unstoppable assault force for those they serve. Dark priests and priestesses of the Black Sun seek out the most ruthless ogres among their followers and empower them with tattooed glyphs to enhance their tremendous strength and fortitude. Unlike many ogres, those sought for initiation into the ranks of the Knights of the Black Sun can control their ferocity and rage, holding it back until it is needed most.

Infernally Empowered. Once selected to join the Knights of the Black Sun, these ogres undergo a series of torturous and unholy rituals, their skin marked to channel infernal energy into their bodies. This new power gives Black Sun ogres greater protection and fuels their already brutal attacks into something otherworldly. When caught at a distance, Black Sun ogres can call upon these infernal brandings to shred their opponents with dark energy from afar. Up close, the unholy blades of the Knights of the Black Sun writhe with malevolent magic.

Knights of the Black Sun. Black Sun ogres serve their lieges in many ways. The knights often serve as guardians for powerful priests or priestesses. Often Black Sun knights are sent on quests in pairs, an elder and a newly-branded squire, to recover lost artifacts, find scribes useful to the Black Sun’s research, eliminate heretical and chosen enemies, or seek lost ruins discovered in prophecies. In war, Black Sun knights serve as a nearly unstoppable vanguard of an army, attacking in groups of ten or twenty during sieges or frontal assaults. Few armies have seen the coming of the Knights of the Black Sun and survived the experience.

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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