Iron Ogre (5e Creature)
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Large giant, chaotic evil
Armor Class 16 (chain mail)
Proficiency Bonus +3
Brave. The ogre has advantage on saving throws against being frightened.
Pack Tactics. The ogre has advantage on an attack roll against a creature if at least one of the ogre's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The ogre makes two melee attacks.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Halberd. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
Heavy Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, or 10 (4d4 + 5) bludgeoning damage if used with two hands to make a melee attack.
Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 15 (2d8 + 5) piercing damage if used with two hands to make a melee attack.
Battle Cry (1/Day). Each creature of the ogre's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry, gains advantage on attack rolls until the start of the ogre's next turn. The ogre can then make one attack as a bonus action.
The ogres are considered idiots and dumb, yet a few of them are born with a spark of character other than the usual stupidity. These special ogres are known as iron ogres, and they don't fear using their heads from time to time. A person dealing with an iron ogre should be extremely cautious because when an ogre would eat you, an iron ogre would dismember you to see which part of you tastes better.
Iron Guard. The iron ogres are considered the guards of the commanders and generals of an army. The more guards that a leader has the greater his stature, for they are unmovable objects that are hard to ignore.
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