Name | Ogre Mage |
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Sorted Name | Ogre Mage |
Family | Oni |
Size and Type | Large Outsider (giant, native, oni, shapechanger) |
Hit Dice Count | 8 |
Hit Dice | 8d10+48 (92 hp) |
Random Hit Points | 8d10+48 - 48 |
Initiative | +7 |
Speed | 40 ft., fly 60 ft. (good) |
Armor Class | 21, 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/Reach | 10 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; |
Saves | Fort +12, Ref +5, Will +10 |
Abilities | Str 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 |
Environment | cold hills |
Challenge Rating | 8 |
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) |
Alignment | LE |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
Oni, Ogre MageClad in beautiful armor, this exotically garbed giant roars, its tusks glistening and its eyes afire with murderous intent.Ogre Mage CR 8 XP 4,800LE Large outsider (giant, native, oni, shapechanger)Init +7; Senses darkvision 60 ft., low-light vision; Perception +13DEFENSEAC 21, touch 12, flat-footed 18 (+4 armor, +3 Dex, +5 natural, -1 size)hp 92 (8d10+48)Fort +12, Ref +5, Will +10SR 19OFFENSESpd 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, invisibility1/day—charm monster (DC 17), cone of cold (DC 18), gaseous form, deeper slumber (DC 16)STATISTICSStr 24, Dex 17, Con 23, Int 14, Wis 14, Cha 17Base Atk +8; CMB +16; CMD 29Feats Combat Expertise, Combat Reflexes, Improved Initiative, Iron WillSkills Bluff +14, Disguise +14, Fly +5, Intimidate +14, Knowledge (arcana) +13, Perception +13, Sense Motive +13, Spellcraft +13, Use Magic Device +14Languages Common, GiantSQ change shape (Small, Medium, or Large humanoid; alter self or giant form I), flightECOLOGYEnvironment cold hillsOrganization 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 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.
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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.
Attacks: greatsword +14/+9 (3d6+10), or composite longbow +10 (2d6+7)
feats: COMBAT EXPERTISE, COMBAT REFLEXES, IMPROVED INITIATIVE, IRON WILL, ,