Ogre, Mage

Family: Ogre

Large giant, lawful evil

Armor Class 15
Hit Points 80 (10d10+24)
Speed 40 ft.

19 (+4) 10 (+0) 16 (+3) 15 (+2) 15 (+2) 10 (+0)

Senses darkvision 60 ft., passive Perception 15
Skills Arcana +5, Perception +5
Saving Throws Intelligence +5, Wisdom +5, Constitution +6
Challenge 5 (1,800 XP)


  • Spell-Like Abilities. The Ogre Mage’s spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components.


  • Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d6+4) bludgeoning damage.
  • Staff. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (1d10+4) bludgeoning damage.
  • Blast of Rime. The ogre mage can unleash a blast of freezing cold and ice that is 20 ft. long and deals 36 (8d8) cold damage to all in its path. A Dexterity save (DC 12) halves this damage. The ogre mage can do this once and then must complete a short rest before it can be used again.


Ogre Magi are surprising creatures to encounter, especially when one thinks they are facing a standard ogre. Though they look like their dim-witted cousins, these creatures are exceptionally intelligent and possessed of powerful spell-like abilities.

Powerful Leaders. Whether they are created deliberately by some foul magic, are a strange mutation of the ogre species, or are simply a rare breed unto their own is unknown, but what is known is that they are exceptionally dangerous and deadly foes. When encountered with standard ogres, the magi will always be in a position of leadership and command and tend to look down upon their slow-minded cousins with disdain, treating them like fodder to weaken foes before engaging in direct combat. When encountered alone, ogre magi rarely gather in groups of more than six, and even these cabals don’t last long as they tend to compete for power and prestige.

Sorcerous Assailants. In battle, an ogre mage will always use its spell-like abilities to its greatest advantage, opening up with a blast of rime, then using its other magical abilities before entering melee.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

This is not the complete section 15 entry - see the full license for this page