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Ogre Mage

Ogre Mage

MapTool Token

NameOgre Mage
Sorted NameOgre Mage
FamilyOni
Size and TypeLarge Outsider (giant, native, oni, shapechanger)
Hit Dice Count8
Hit Dice8d10+48 (92 hp)
Random Hit Points8d10+48 - 48
Initiative+7
Speed40 ft., fly 60 ft. (good)
Armor Class21, touch 12, flat-footed 18 (+4 armor, +3 Dex, +5 natural, -1 size)
Base Attack/Grapple+8/+CMB: +16CMD: 29
Attack

greatsword +14/+9 (3d6+10)

Full Attack

composite longbow +10 (2d6+7)

Space/Reach10 ft./10 ft.
Special Qualities

change shape (Small, Medium, or Large humanoid; alter self or giant form I), flight, darkvision 60 ft., low-light vision;

SavesFort +12, Ref +5, Will +10
AbilitiesStr 24, Dex 17, Con 23, Int 14, Wis 14, Cha 17
Skills

Bluff +14, Disguise +14, Fly +5, Intimidate +14, Knowledge (arcana) +13, Perception +13, Sense Motive +13, Spellcraft +13, Use Magic Device +14

Feats

Combat Expertise, Combat Reflexes, Improved Initiative, Iron Will

Environmentcold hills
Challenge Rating8
Organization

solitary, pair, or patrol (1-2 plus 2-4 ogres)

Treasuredouble (chain shirt, greatsword, composite longbow [+7 Str] with 20 arrows, other treasure)
AlignmentLE
VersionPRPG-O
SourcesPathfinder RPG (Open)

Oni, Ogre Mage

Clad in beautiful armor, this exotically garbed giant roars, its tusks glistening and its eyes afire with murderous intent.



Ogre Mage

CR 8

XP 4,800
LE Large outsider (giant, native, oni, shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +13

DEFENSE

AC 21, touch 12, flat-footed 18 (+4 armor, +3 Dex, +5 natural, -1 size)
hp 92 (8d10+48)
Fort +12, Ref +5, Will +10
SR 19

OFFENSE

Spd 40 ft., fly 60 ft. (good)
Melee greatsword +14/+9 (3d6+10)
Ranged composite longbow +10 (2d6+7)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 9th)
Constant—fly
At will—darkness, invisibility
1/day—charm monster (DC 17), cone of cold (DC 18), gaseous form, deeper slumber (DC 16)

STATISTICS

Str 24, Dex 17, Con 23, Int 14, Wis 14, Cha 17
Base Atk +8; CMB +16; CMD 29
Feats Combat Expertise, Combat Reflexes, Improved Initiative, Iron Will
Skills Bluff +14, Disguise +14, Fly +5, Intimidate +14, Knowledge (arcana) +13, Perception +13, Sense Motive +13, Spellcraft +13, Use Magic Device +14
Languages Common, Giant
SQ change shape (Small, Medium, or Large humanoid; alter self or giant form I), flight

ECOLOGY

Environment cold hills
Organization solitary, pair, or patrol (1-2 plus 2-4 ogres)
Treasure double (chain shirt, greatsword, composite longbow [+7 Str] with 20 arrows, other treasure)


The ogre mage, like all oni, is an evil spirit come to the Material Plane and clad in living flesh-in this case, that of a brutish ogre. Ogre mages are often found serving as leaders of ogre tribes, yet not all of them seek to link their destinies to their less-intelligent kin. Some become lone marauders who hold villages hostage, demanding regular tribute in the form of gold, food, or maidens, lest they take more than they ask.

Oni Traits
The oni are a diverse race of evil outsiders, of which the ogre mage is the most common.

Other types of oni exist as well-evil spirits that clothe themselves in the flesh of other types of humanoid. The majority of oni are giants, with goblinoid, tengu, and reptilian oni being relatively common as well.

While oni are incredibly varied in their shapes and powers, they still share certain traits in common.

  • Regeneration: All oni regenerate, although the rate of regeneration varies. Damage from fire or acid can kill an oni.

  • Change Shape: All oni are shapechangers, but their ability to change shape is generally limited to creatures similar in shape to their true form.

  • Native: Oni are native outsiders. As evil spirits clad in mortal humanoid flesh, all oni also possess one of the humanoid subtypes-usually giant.

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.


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Attacks: greatsword +14/+9 (3d6+10), or composite longbow +10 (2d6+7)

feats: COMBAT EXPERTISE, COMBAT REFLEXES, IMPROVED INITIATIVE, IRON WILL, ,


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