Ogre Maneater (5e Creature)
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Large giant, chaotic neutral
Armor Class 14 (chain shirt, anchor)
Saving Throws Con +5, Wis +3
Been There, Done That. The ogre has two of the following traits, determined using a d6:
Ogre Charge. When the ogre uses its action to Dash, it can use a bonus action to make one melee weapon attack or to shove a creature. If the ogre moves at least 20 feet in a straight line immediately before taking this bonus action, it either gains a +10 bonus to the attack’s damage roll or pushes the target up to 10 feet away from it.
Anchor. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
Ogre Pistol. Ranged Weapon Attack: +2 to hit, range 30/90 ft., one target. Hit: 6 (1d12) piercing damage.
Maneaters are ogres who travel around the world working as swashbuckling mercenaries and pirates for the highest bidder.
Ogres for Hire. Travelling mercenaries beyond peer, Maneaters have spent decades accruing scars, tall tales, wealth, exotic wargear, traits and skills before heading back to their homeland. Maneaters have fought throughout the realms and beyond and many races of both good, neutral and evil alignments attempt to recruit such big and fearsome warriors into their armies, promising food, gold or whatever else the ogres want in return for their services. It is the pay that matters, not the foe, although with some contracts maneaters are awarded fallen enemies to eat, so in those cases the enemy may matter. Ogres will eat anything, but they have preferences.
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