Iron Ogre (5e Creature)
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Large giant, chaotic evil
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 few of them are born with a spark of character other than the usual stupidity. Those are known as iron ogres, and they fear not 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 pieces and see which part of you taste better. It's all ogre now.
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.