NO. APPEARING: 2-20 [11+] [16+] <(orc = I, gnoll = II, troll = VI, stone giant = VII, evil cleric = variable, demon = variable)> <evil cleric can be replaced with the Evil Priest class from DL>
ARMOR CLASS: 5 <(NAC: 8 or 9)>
HIT DICE: 4 + 1
%IN LAIR: 20% (20 Ogres: hills, TPL36:6th, REF3.32)
TREASURE TYPE: Individuals M (x10); Q, B, S in lair
NO. OF AtTACKS: 1 ~ 15 <THACO 14 or 13 with STR bonus>
DAMAGE/ATTACK: 1-10 or by weapon
(If weapon type is used to determine damage/attack, give a standard bonus of +2 hit points to ogres and leaders/chieftains gain an additional +1/+2 bonus.)
<cf. T1.24 --> damage is weapon type +5>
<cf. T3.45 --> damage is d6+4 for a stone set club>
<cf. T3.48 --> a short sword is a dagger to an ogre>
<cf. T3.49--> damage is d8+4 for a battle axe>
<cf. T3.75--> +6 damage bonus>
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
STRENGTH: 18 <T1-4 implies that ogre STR is a range from 18 to 18/00>
ALIGNMENT: Chaotic evil <(ugly-tempered, voracious)> <cruel: C&S 2e>
SIZE: L (9'+ tall)
LEVEL/X.P. VALUE: III | 90 + 5
Ogres can be found in virtually any terrain,
including subterranean places.
They are ugly-tempered && voracious. <min. daily req. of food: WSG>
Ogres are also fond of treasure, and they will sometimes be found serving as mercenaries in the ranks of orc tribes or evil clerics or joining with gnolls for a profitable raid.
Ogres mingle freely with trolls and some giants, and they are at times enslaved by certain demons.
If 11 or more ogres
are encountered, there will be one who is a leader
(AC 3, 30-33 HP, attacking as a 7 HD creature and doing from 2-12 HP damage/attack).
ARMOR CLASS: 3
HIT DICE: 30-33 hp <29 + d4>
NO. OF ATTACKS: 1 ~ 13 <THACO 10 with STR bonus>
DAMAGE/ATTACK: 2-12 or by weapon
LEVEL/X.P. VALUE: IV | 225 + 8
If 16 or more are encountered there will
be 2 such leaders plus 1 additional ogre,
a chieftain with AC 4, 34-37 HP, and attacking as a 7 HD monster and doing 4-14 HP damage/attack.
ARMOR CLASS: 4
HIT DICE: 34-37 hp <33 + d4>
NO. OF ATTACKS: 1 ~ 13
DAMAGE/ATTACK: 4-14 or by weapon
LEVEL/X.P. VALUE: IV | 225 + 8
Lair: If ogres are found in their lair there will
be from 2-12 females who fight as normal ogres but do only 2-8 points of
damage and take a maximum of 6 HP per hit die.
There will also be from 2-8 young who will fight as goblins.
Ogres will take prisoners in order to use them as slaves (25%) or food (75%),
so there is a 30% chance that an ogre lair will contain 2-8 slaves/prisoners. <slave table>
As they are very fond of halfling, dwarf, or elf flesh, there is only a 10% chance that such creatures will be found alive in an ogre lair.
Ogres speak their own language as well as that of chaotic evil, orcs, trolls, and stone giants.
Description: The hide of ogres varies from dull
to dead yellow.
Rare specimens are a sickly violet in color.
Their warty bumps are often of different color - or at least darker than their hides.
Hair is blackish-blue to dull dark green.
Eyes are purple with white pupils.
Teeth are black or orange, as are talons.
Ogres wear any sort of skins or furs. <cf. DMG>
They care for their arms and armor reasonably well.
The life span of an ogre is not less than 90 years.
Tribal Spell Casters : Shamen (C3 maximum). Not recommended for random encounters.
FREQUENCY: Common ([Cold Civilized
Mountains], [Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized
Swamp], [Cold Civilized Plains]) <(verbeeg
inhabit the same areas as ogres)>
FREQUENCY: Uncommon ([Cold Civilized Desert])
FREQUENCY: Common ([Cold Wilderness
Mountains], [Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness
Swamp], [Cold Wilderness Plains])
FREQUENCY: Uncommon ([Cold Wilderness Desert])
FREQUENCY: Common ([Temperate Civilized Mountains], [Temperate Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Swamp], [Temperate Civilized Plains], [Temperate Civilized Desert])
FREQUENCY: Common ([Temperate Wilderness Mountains], [Temperate
Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness
Swamp], [Temperate Wilderness Plains])
FREQUENCY: Common ([Temperate Wilderness Desert])
FREQUENCY: Common ([Tropical Civilized
Mountains], [Tropical Civilized Hills], [Tropical Civilized Forest], [Tropical
FREQUENCY: Uncommon ([Tropical Civilized Plains], [Tropical Civilized Desert])
FREQUENCY: Common ([Tropical Wilderness
Mountains], [Tropical Wilderness Hills], [Tropical Wilderness Forest],
[Tropical Wilderness Swamp], [Tropical Wilderness Plains])
FREQUENCY: Uncommon ([Tropical Wilderness Desert])
AVG. HEIGHT ("): Base: 96/93. Modifier: 2d12.
AVG. WEIGHT (#): Base: 320/280. Modifier: 3d20.
STARTING AGE: 15 + 1d4
MAX. AGE RANGE: 90 + 2d20
AVG. MAX. AGE: 110
MIDDLE AGE: 45
OLD AGE: 60
EQUIPMENT: "skins or furs". this would be
the equivalent of furs, cold clothing (7 gp, 25#) - WSG.18
default weapon = spear+ club
To ogres and their ilk most human weapons that they can use are one-handed.
I say that as barbarians get d12 for HPs, then clearlly extrapolation of the same principle must apply to large and vigorous creatures.
This mitigates the potential increase in PC prowess.
As a matter of fact, adult critters were assigned 7-12 HPs per HD in my AD&D campaigm--have been given the same in what I have designed for the C&C game system.
Also, with increase in damage due to Strength, all large and powerful monsters, including ogres and giants, gain a damage bonus equal to their number of HD.
Originally Posted by Gentlegamer
Was the determination of such a damage bonus dependant on the monster's assumed Strength score or just on the fact that monster was large and presumably strong? Would this damage bonus apply to natural attacks as well as those attacking with weapons?
It's always great to get some insight into the "lost" 2nd edition AD&D! Thanks!
As a ganeral rule I used HD = additional damage, half HD for the non-robust individuals.
So an ogre would be 4d12 + 1 HPs, with damage as +4 or +2.
A 1st level m-u with a Sleep spell could still count on taking out the orge.