Ogres who denounce their previously horrible lives make their escape and attempt to find their way in the world. They must work against their reputations and upbringing to achieve this goal. Many think it improbable ogres can change their outlooks so easily, and if the ogres look inward, they see a constant struggle against their tendency toward carnage. Some are able to do so, while others sublimate their personal history to become adventurers.

Among ogres, a small minority suffer regret for all the desolation wrought by their violent fellows. These ogres desire to break with the past seek out others to learn from.

This profound realization allows them to understand their limitations; they can’t just walk into a settlement and expect a warm welcome. They typically offer their immense strength and endurance in exchange for tolerance and an opportunity to learn.

Many people have trouble accepting creatures capable of crushing them with no effort. Ogres try to assure their new compatriots they intend no harm, but they understand when their presence is met with flinches and wary glances.

Even among ogres seeking enlightenment, there are temptations to revert violence and gluttony. Their previous diet consisted of humanoid flesh, so it’s a struggle to consider their allies as something beyond a food source. Their conviction that might makes right, makes slipping back into brutal bullying ways all too easy. Some ogres settle for a quiet life away from the constant carnage and mayhem their forebears reveled in. However, many ogres like the idea of traveling the world or having comrades with whom they share a common goal beyond killing for food and pleasure.


Ogres are hardy adventurers who may fool opponents into believing they are stupid, brutish, and easy to deceive or mentally dominate. Ogres tend to make their opponents live to regret such beliefs, at least for the short time their foes remain alive.

  • Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
  • Age. You mature more quickly than humans and reach adulthood at age 12. Your lifespan is correspondingly shorter at up to 60 years.
  • Alignment. Ogres can’t quite escape the chaotic nature of wild ogres, though they manage to escape the brutality of their kin. They are generally Chaotic Neutral.
  • Size. Ogres are massive creatures, towering over most civilized humanoids at the height of 9–1/2 feet tall. Your size is Large.
  • Speed. Your base walking speed is 35 feet.
  • Language(s). You can speak, read, and write Common and Giant.
  • Senses. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Ogre Combat Training. You have proficiency with the javelin. Your hits with a greatclub are particularly devastating, and you inflict 1d12 bludgeoning damage.
d4 Ogre Quirks
1 You must consume the flesh of your fallen enemies. You have the patience to wait until combat ends, but you take at least a bite out of your foes when you have the opportunity.
2 You exaggerate your deeds and minimize your companions’ roles in your adventures. 3 To prove your intellect to others, you inaccurately use multi-syllable words. You are also prone to misstating facts about obscure topics.
4 You can’t abide bullies.
Section 15: Copyright Notice

Book of Monstrous Might (C) 2021 Total Party Kill Games. Author(s): Brian Berg, Mark A. Hart & Danny Grimes.

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