Ogre Charger

Family: Ogre

Large giant, chaotic evil

Armor Class 15
Hit Points 105 (10d10 + 50)
Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 4 (-3) 5 (-3) 7 (-2)

Skills Athletics +9, Intimidation +1
Senses darkvision 60 ft., passive Perception 7
Languages Common, Giant
Challenge 5 (1,800 XP)

Special Traits

  • Monumental Stupidity. The ogre charger has advantage on saving throws against being charmed.
  • Tough. The ogre charger adds its Constitution modifier to its armor class.
  • Unstoppable. Once the ogre charger gets moving, it is difficult to stop. If it moves at least 20 feet on its turn, it can move through spaces occupied by Large or smaller creatures and smash through stone barriers up to 3 feet thick.

Actions

  • Maul. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage.
  • Charge. The ogre charger moves up to 40 ft. in a straight line. All creatures in its path must make a DC 15 Dexterity saving throw or DC 20 Strength saving throw, taking 18 (3d8 + 5) bludgeoning damage on a failed save or half as much on a successful one. If a creature makes a successful Strength saving throw, the ogre charger stops moving in front of the creature.

About

Chargers use the surprising turn of speed ogres can muster in combination with their huge size to smash through enemy defenses, and even structures.

Section 15: Copyright Notice

Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.

This is not the complete license attribution - see the full license for this page