Huge undead, chaotic evil

Armor Class 13 (natural armor)
Hit Points 142 (15d12 + 45)
Speed 40 ft., climb 20 ft.

21 (+5) 9 (-1) 17 (+3) 5 (-3) 5 (-3) 3 (-4)

Saving Throws Wis +0
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned, prone
Senses darkvision 90 ft., passive Perception 7
Languages understands all languages it knew in life but can’t speak
Challenge 6 (2,300 XP)

Special Traits

  • Haphazard Charge. If the ogrepede moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the attack is treated as though the ogrepede scored a critical hit, but attack rolls against the ogrepede have advantage until the start of its next turn.
  • Overwhelming Assault. When the ogrepede scores a critical hit, each creature within 5 feet of the target must succeed on a DC 16 Wisdom saving throw or be frightened of the ogrepede for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the ogrepede’s Overwhelming Assault for the next 24 hours.


  • Multiattack. The ogrepede makes two attacks: one with its bite and one with its slam.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.
  • Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage, or 8 (1d6 + 5) bludgeoning damage if the ogrepede has half its hp or fewer. If the ogrepede scores a critical hit, it rolls the damage dice three times, instead of twice.


Vicious Louts. Mixing and animating ogre parts does nothing to improve their legendary tempers. Even more so than ogres, ogrepedes seek out things to destroy. The more beautiful the creature or object, the more satisfaction the ogrepede derives from its destruction. The lair of the rare ogrepede that has slipped its master’s bonds is full of its debased treasures and, in some instances, the mutilated but still-living victims of their assaults.

Noisy Wanderers. People are rarely surprised by the arrival of an ogrepede. Unless specifically commanded not to by their creator, ogrepedes emit a constant haunting moan, as though the creature laments all it has lost. Even if told to be silent, ogrepedes are not quiet. Their fat fingers drum noisily at the ground and their bodies slam gracelessly into corridor walls as they careen along on their duties.

Poor Allies. Ogrepedes have difficulty getting along with other creatures, including other ogrepedes. Vestiges of the craven instincts the ogres possessed in life remain after death, causing the ogrepede to lash out at any creature near it, particularly if the target is already wounded. Even when commanded to work with other creatures by their masters, it is merely a matter of when, not if, an ogrepede will attack its companions; the betrayal is inevitable.

Undead Nature. An ogrepede doesn’t require air, food, drink, or sleep.

The ogre steps forward with a lopsided gait. As it approaches, it rises up, revealing it is actually an abomination of ogre torsos held together by necromantic power.

Special torments await the depraved souls that devised these unholy, undead amalgamations. An ogrepede is comprised of an unknown number of ogre torsos and heads stitched together, with arms erupting from the mass seemingly at random. Watching it skitter haphazardly about a battlefield is almost hypnotic, right until it reaches its prey and rises to attack.

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.

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