Ogre Tribe Guard (4e Creature)

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Ogre Tribe Guard[edit]

Ogre Tribe Guard
Level 9 Elite Soldier
Large Natural Humanoid
XP 800
HP 208; Bloodied 104 Initiative +9
AC 28 (26 when bloodied); Fortitude 25, Reflex 22, Will 20 Perception +5
Speed 8
Saving Throws +2; Action Points 1
Traits
Barreling Charge
While bloodied, the ogre tribe guard uses a melee basic attack against one or two targets at the end of a charge instead of against one target.
Indomitable Presence
Every time a tribe guard attacks an enemy, whether the attack hits or misses, it marks the target. The mark lasts until the end of the tribe guard's next turn. When a target is marked, it takes a -2 penalty to attack rolls if the attack does not include the tribe guard as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to the tribe guard shifts or makes an attack that does not include the tribe guard,
No Entry
Creatures smaller than the tribe guard can not pass through its space.
Defensive Bulk
Allies adjacent to the tribe guard gain a +2 power bonus to AC.
Standard Actions
Basicmelee.png Maul (weapon) ♦ At-Will
Attack: Melee 2 (one creature); +14 vs. AC
Hit: 2d8 + 8 damage
Area.png Back Off (Force)♦ Recharge when first bloodied
Attack: Close burst 1; +12 vs. Fortitude
Hit: 3d8 + 5 damage, and push each enemy in burst 2 squares and the target is weakened until the end of its next turn
Triggered Actions
Melee.png Punish (weapon)♦ At-Will
Trigger: An enemy makes an attack against a tribe guard's ally.
Hit: 2d8 + 8 damage, and the tribe guard pushes the target 1 square and knocks it prone
Skills
Str 22 (+10) Dex 17 (+7) Wis 8 (+3)
Con 16 (+7) Int 6 (+2) Cha 6 (+2)
Alignment chaotic evil Languages Giant
Equipment chainmail, maul
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Ogre Tribe Guards in Combat[edit]


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