Ogre Mage (5e Creature)
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Large giant, chaotic evil
Cantrips (at will): acid splash, dancing lights, firesweep, prestidigitation, radiant blade
Sorcery Points. The ogre has 8 sorcery points. As a bonus action, it can spend a number of sorcery points to create a spell slot, as a sorcerer does. Alternatively, it can, as a bonus action, sacrifice a spell slot to restore spent sorcery points equal to or less than the level of the spell slot sacrificed. It can spend 1 or more sorcery points to gain one of the following benefits:
Quickened Spell. When the ogre casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the spell's casting time to 1 bonus action.
Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 3) piercing damage.
Ogres are not known for their magical prowess. Few have any amount of respect for nature, though many ogres worship Vaprak, few rise to become clerics and the stupid and impatient ogres make for poor scholars. Therefore, most ogre spellcasters are sorcerers, but even among these sorcerers, it is rare that their talents are respected by their fellows and rarer still for the ogres in question to have any real understanding of the forces they wield in battle.