Ogre, One-horned

Family: Ogre

Large giant, any evil alignment

Armor Class 14 (scale mail)
Hit Points 93 (11d10 + 33)
Speed 40 ft.

21 (+5) 10 (+0) 17 (+3) 8 (-1) 10 (+0) 18 (+4)

Skills Intimidation +7
Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant
Challenge 5 (1,800 XP)

Special Traits

  • Magical Horn. The power of the one-horned ogre comes from its horn. If the horn is ever removed, the one-horned ogre loses its Fiendish Horn Blast action and its Innate Spellcasting trait, and its Charisma score is reduced to 8 (-1). If the ogre receives a new horn through regenerative magic or a blessing from its patron, it regains what it lost.
  • Ruthless Weapons. When the one-horned ogre hits a blinded, charmed, or frightened creature with any weapon, the weapon deals an extra 1d6 psychic damage.
  • Innate Spellcasting. The one-horned ogre’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.


  • Multiattack. The one-horned ogre can use its Fiendish Horn Blast. It then makes one greatsword attack.
  • Greatsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) slashing damage.
  • Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
  • Fiendish Horn Blast. The one-horned ogre directs the power of its horn at a target it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and suffers a condition for 1 minute based on the color of the ogre’s horn: blinded (black), charmed (crimson), or frightened (white). On a success, the target takes half the damage and doesn’t suffer the condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


This towering ogre is covered in rippling muscles. It wears a suit of burnished scale mail and hefts a gleaming greatsword in its hands. A large white horn emerges from the ogre’s forehead, glowing with a strange blue radiance.

Ogre Royalty. A one-horned ogre is not only physically more impressive than other ogres, it also radiates a terrible majesty that causes most other ogres to supplicate themselves before it. Even creatures like crimson-tusked ogres, ettins, and hill giants find themselves bowing to these creatures and following them into battle. As a result, most one-horned ogres are the leaders of tribes or families of ogres. Though one-horned ogres are generally at the top of the political pyramid, they sometimes serve an even greater power, such as a coven of hags, an ogre mage, or a red dragon.

Dark Gifts. One-horned ogres gain their power through a dark pact with a fiend. This pact manifests in the shape of a horn that grows from their brow, which grants them great power but also makes them vulnerable. Their horns come in black, crimson, and white, depending on the type of fiend the ogre serves. Black-horned ogres serve demons and other chaotic fiends, white-horned ogres serve neutral fiends, and crimson-horned ogres serve devils and other lawful fiends. If a one-horned ogre ever loses its horn, its allies either flee or turn on their former leader, often resulting in its death. As a result, one-horned ogres are paranoid about their horns and sometimes go to excessive lengths to cover or protect their horns in battle.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

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