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|This material is published under the OGL 1.0a.|
|Hit Dice:||4d8+8 (26 hp)|
|Speed:||30 ft. (hide); base 40 ft.|
|AC:||16 (-1 size, -1 Dex, +5 natural, +3 hide)|
|Attacks:||Huge greatclub +8 melee; or Huge Large javelin +1 ranged|
|Damage:||Huge greatclub 2d6+7; or Huge Large javelin 1d8+5|
|Face/Reach:||5 ft. by 5 ft./10 ft.|
|Saves:||Fort +6, Ref +0, Will +1|
|Abilities:||Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7|
|Skills:||Climb +4, Listen +2, Spot +2|
|Feats:||Weapon Focus (greatclub)|
|Climate/Terrain:||Any land, aquatic, and underground|
|Organization:||Solitary, pair, gang (2-4), or band (5-8)|
|Alignment:||Usually chaotic evil|
|Advancement:||By character class|
Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.
Merrow (Aquatic Ogre)
Apart from their habitat, speed (swim 40 ft.), and their penchant for longspears (attack +7 melee, damage 1d8+7), they are identical with their landbound cousins.
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