Dragon Ogre (5e Race)

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Dragon Ogre

"Shaggoth!" cried one of Malekith's soldiers, and the prince knew it to be true. The oldest legends of the dragons spoke of such creatures, but Malekith had considered them to be myths from before the rise of the elves; before even the coming of the Old Ones and the banishment of the elven gods. Cousins to the dragons who had ruled the world before the coming of the gods, the shaggoths had bartered their souls to Chaos long before the Dark Gods had arisen to claim this world. If the dragons were to be believed, they had warred with the shaggoths for an eternity until finally the dragons had triumphed and driven their foes into hiding.

Dragon Ogres

Design Note: The dragon ogre is a composite character. You do not select a separate race and class combination. You begin play with one level of the dragon ogre class, which also includes all your racial features. You cannot multiclass: when your level increases, you must take a level of the dragon ogre class. This is because, as a monster, your unusual physiology is unsuitable for many features granted by other classes.

Physical Description

Dragon Ogre Shaggoth

Dragon ogres appear as a vile and perverse interbreed between the majestic dragon, and the lesser so ogre. Much like a centaur, their body is quadrupedal in nature with four legs baring a tauric lower half, whilst a humanoid torso extends up from where otherwise the withers would be. This is where the similarities end.

Their lower body is coated entirely in a tough hide and dragon-like scales with various spines jutting out along the quadrupedal back. These continue down a deceptively long, yet thin, tail stretching out from its hindquarters. Powerful scaled legs bare clawed, almost hand-like feet similar to a dragons. Hide gives way to skin from the humanoid waist up, though sparingly scales still dot their form. Their upped body is striking similar to that of their ogre counterparts. Monstrously thick arms and hands, bulky torsos and a face to make the Gods themselves weep. Two large horns protrude from their heads and some dragon ogres bare tusks and yet further horns or spines. Hair grows atop their head and upper bodies, however for their quadrupedal half, it does not.

Blessed or cursed, depending on how it is looked upon, dragon ogres are immortal, paving way to exceedingly long lives. Their form is however still material, leading them to die if they sustain sufficient injuries or fall prone to illness or disease. They do not require sustenance to sustain their bodies as a mortal does, but can instead bath in lightning storms to maintain their long lives and even to rejuvenate their vigor. This leads them to be strongly resistant to electric-based attacks and magic. So long as they continue to bathe in lightning, dragon ogres continue to grow in size and power throughout their lives. Theoretically, there is no real limit to how massive one can become with time given. Their very presence seems to draw on storms to the locations that they inhabit. The larger and more powerful the dragon ogre or the greater the numbers, the added effect on this storm evoking effect. However, without infrequent storms to sustain them, dragon ogres find their bodies weakening and their stamina failing them, forcing the monstrous creatures back into hibernation until a great storm can rouse them once more.


Dragon ogres are an ancient race whose origins lie in the distant past before the arrival of the Old Ones. Long before elves had developed writing, or humans had learned how to make fire, the dragon ogres were on the verge of extinction. During the Coming of Chaos, the eldest of their race made a pact with the Chaos Gods. The dragon ogres were granted immortality, but were eternally damned and bound to serve the Dark Gods.

Dragon ogres are quite distinct from the race of ogres. In fact when the two races first encountered each other, they became instant enemies. Great battles were fought between the ogres and dragon ogres for control of the Mountains of Mourn, with the dragon ogres eventually being driven into the north by the ogres, numbers dwindling greatly.


In a similar manner to dragons, dragon ogres spend most of their time sleeping in the mountains and it often takes a powerful thunderstorm to wake them. Solitary creatures, they generally rest alone and rarely gather when awoken for anything less than a warpath under the liege of a mighty shaggoth. Having no need for food or water and their tough forms providing little requirement for permanent residence, it is extremely rare to find a dragon ogre living within or even remotely near any establishment. Their monstrous forms electing fear and mistrust in their war-like race throughout all that know stories of the beasts.

Their lives and futures are not their own, bound eternally to the Dark Gods to serve their wishes. This leads them oft down the chaotic path of destruction and war in the unlikely case that they have awoken from their deep slumbers. Their war-bound nature has lead to few of this ancient race still existing. The few that still remain live either as monolithic beasts of the old times, ranging anywhere in size from a small house to a mountainside, or the smaller, newer born nomadic dragon ogres of the Unberogen tribe. Whilst most of the older shaggoths spend their lives dormant, lest a great storm awaken them, the Unberogen dragon ogres live in fear of the Dark Gods will as they try to make a life fitting with the world around them, ever bound to the day they will be drawing to the calling of Chaos.

Dragon Ogre Names

Whilst dragon ogres do hold first names for distinguishing between individuals, they do not have family names as is traditional. Instead they are known by a title matching their appropriate feats in life that takes place of a family name. (Ex. Stormcrusher, Mountain Lord, Sire of Dragon Ogres) Some also choose to take on a surname of their choice, however this bares no relation to their heritage.

Dragon ogres take first names similar to those of their ogre brethren. There is little to no distinction between genders for naming purposes.

Names: Bruzug, Tezar, Vorekag, Kholek, Bakiruk, Dikorg, Krakanrok, Mezar, Arag

Dragon Ogre Racial Traits

A monstrous quadrupedal hyrbid of dragon and ogre.
Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 2.
Age. Dragon ogres cannot die of old age, instead are sustained by war and lightning to keep them conscious. You are immortal.
Alignment. Whilst dragon ogres can attempt to lead varied lives, whatever their personality might align them to, their pact to the Dark Gods will always force them to become chaotic evil if the gods command it. Generally they lean towards chaotic alignments.
Size. Dragon ogres begin maturity around 6 foot in height, though can grow to be significantly bigger. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Monstrous Physiology. Your type is monstrosity. You cannot wear footwear such as magical boots. You cannot mount another creature, but may allow a Medium or Small creature to mount you. You count as one size larger when determining your carry capacity.
Claws. Your unarmed strike deals 1d6 slashing damage.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Born of Lightning. You have resistance to lightning damage.
Resilience. You have advantage on saving throws against poisoned, and you have resistance against poison damage.
Languages. You can speak and understand Common, Giant, and Draconic.

Table: Dragon Ogre Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
6′ + 3d12 in 2000 lb. x (2d12) lb.

Dragon Orge Class

Creating a Dragon Ogre

When creating a dragon ogre think about your origin and history. How did you come to be and how are you treated growing up and learning what you are and did it that affect your personality? Also, when creating a dragon ogre ask yourself what your character wants to accomplish. Do you want to travel, seek vengeance on dragons, become all powerful, be at peace with nature or something else?

Quick Build

You can make a dragon ogre quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Outlander or Monster background.

Class Features

As a Dragon Ogre you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dragon Ogre level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragon Ogre level after 1st


Armor: All armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, History, Intimidation, Perception, and Survival.


You start with the following equipment, in addition to the equipment granted by your background:

Table: The Dragon Ogre

Level Proficiency
1st +2 Dragon Ogre Racial Traits
Dragon Ogre Heritage
2nd +2 Strange Heritage
3rd +2 Lightning Born
4th +2 Ability Score Improvement
5th +3 Large Size
6th +3 Ability Score Improvement
7th +3 Dragon Ogre Heritage Feature
8th +3 Ability Score Improvement
9th +4 Tail Sweep
10th +4 Dragon Ogre Heritage Feature
11th +4 Heavy Attacks
12th +4 Ability Score Improvement
13th +5 Dragon Ogre Heritage Feature
14th +5 Ability Score Improvement
15th +5 Heavy Shove
16th +5 Ability Score Improvement
17th +6 Resilient Nature
18th +6 Dragon Ogre Heritage Feature
19th +6 Ability Score Improvement
20th +6 Dragon Ogre Heritage Feature


Your Armor Class equals 12 + your Dexterity modifier when you are not wearing armor.

You are considered to be wearing light armor for the purpose of wearing partial armor.

Dragon Ogre Heritage

At 1st level you choose a dragon ogre heritage that determines what type of dragon ogre you are.

Strange Heritage

At 2nd level, you have advantage on Survival checks to track dragons and giants, as well as on Intelligence checks to recall information about them.

Lightning Born

At 3rd level, you become immune to lightning damage. In addition, the first melee attack you make on your turn deals additional lightning damage equal to your proficiency bonus.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Large Size

When you reach 5th level, your size becomes Large.

You can wield Large-sized weapons. Large weapons have four times the cost and weight of a normal weapon, but deal double the damage dice.

See Large Player Characters (5e Variant Rule) for rules on how a Large creature wields normal sized weapons, and notes on carrying capacity, consumables and cover.

Tail Sweep

At 9th level, as an action, you may attempt to trip creatures that are within a 10ft cone of the back of your character.

All creatures must a Dexterity saving throw equal to 8 + your proficiency modifier + Strength modifier to not take 2d10 bludgeoning damage and be knocked prone if they are a Huge or smaller creature.

Heavy Attacks

Starting at 11th level, you have become even stronger making your strikes hit harder.

You melee attacks deal additional damage equal to double your Strength modifier.

Heavy Shove

At 15th level, you may use all your movement and your action to make an improved shove action. If successful, this shove moves a creature 15 feet. You may also attempt to shove a creature 5 feet as a bonus action.

Resilient Nature

At 17th level, you have advantage on saving throws against being paralyzed, stunned, frightend, and petrified. If a creature attempts to inflict you with one of these conditions, you have advantage on your first attack roll against the creature until the start of your next turn.

Dragon Ogre Shaggoth

Feral Instincts

Starting at 1st level, you may use a bonus action to rely on primal instincts until the start of your next turn.

This gives you advantage on Strength and Constitution saving throws, but disadvantage on all other saving throws.

Bull Rush

Starting at 7th level, when use you a Dash action, you may use your bonus action to make an attack against a creature with an appendage(tail/claw/horns) that you are proficient in for 3d6 slashing damage.

Savage Attacks

Starting at 10th level, when you score a critical hit with a melee weapon attack, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Unnatural Strength

At 13th level, you gain advantage on Athletics checks.

Fearsome Strikes

Starting at 18th level, your weapon attacks score a critical hit on a roll of 18–20.


Starting at 20th level, your size becomes Huge.

You can wield Huge-sized weapons. Huge weapons have sixteen times the cost and weight of a normal weapon, but deal triple the damage dice.

Tempest Dragon Ogre

Storm Rage

Starting at 1st level, whenever you take thunder damage, you instead gain temporary hit points equal to the damage dealt.

In addition, when you are outdoors during a thunderstorm you have advantage on Strength checks.


Starting at 7th level, you may cast the thunderwave spell at its lowest level as an action.


Starting at 10th level, as a reaction, you may discharge a spark of lightning on a melee attack against you.

This deals 2d10 lightning damage against the attacker with a Constitution saving throw equal to of 8 + your proficiency modifier + Constitution modifier(minimum 1) to take half damage.

Lightning Discharge

Starting at 13th level, you can cast lightning bolt a number of times equal to your Constitution modifier(minimum 1) with your spellcasting ability being Constitution. You regain all uses of this feature once you finish a long rest.


Starting at 18th level, you have 5 charges of Surge. One charge is restored after you finish a short rest, afterwards, charges may only be restored after you finish a long rest after which all charges are restored.

You may use a charge to use a Dash action as a bonus action.

You may use a charge to jump 10ft in the air.

You may use a charge to make your weapon do an additional 1d8 lightning damage, which can be activated after you hit with a melee attack.

Lightning Breath

At 20th level, you may expel lightning in a 40-foot cone. Each creature in that cone must make a DC 16 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one. You regain use of this trait after you finish a short or long rest.

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