Ogre Storm Shaman (5e Creature)

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Ogre Storm Shaman[edit]

Large giant, chaotic evil

Armor Class 12 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.

19 (+4) 10 (+0) 16 (+3) 7 (-2) 12 (+1) 14 (+2)

Proficiency Bonus +2
Damage Resistances lightning, thunder
Senses darkvision 60 ft., passive Perception 11
Languages Common, Giant
Challenge 3 (700 XP)


Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage and 3 (1d6) lightning or thunder damage (the ogre's choice). If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be blinded (if the ogre chose lightning) or deafened (if the ogre chose thunder) until the ogre's concentration is broken, up to 1 minute (as if concentrating on a spell). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Storm Drum (Recharge 5-6). The ogre strikes its drum, creating a sound audible out to 300 feet and magically causing one of the following effects:

Lightning. The ogre creates a 90-foot line of lightning that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, with disadvantage if it is blinded, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.
Thunder. Each creature within 15 feet of the ogre must make a DC 12 Constitution saving throw, with disadvantage if it is deafened. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed 10 feet away from it. On a successful save, the creature takes half as much damage and isn't pushed.

Many ogres worship storms, seeing them as a link to the storm giants, the highest-ranked of all giantkind. Some ogres, however, take their storm worship more seriously than others and are known as storm shamans, who carry massive drums which produce a thunderous noise when struck. As the ogres shout and play their drums, they can use the magic of the storm against their enemies, but a group of storm shamans working in unison can even change the weather.

Controlling the Weather

Three ogre storm shamans within 30 feet of each other can magically change the weather. Each of the three must use its action on three consecutive turns to perform a ritual of shouting and frenzied drumming and must maintain concentration while doing so (as if concentrating on a spell). When all three have finished their third turn of the ritual, the weather is changed, as if a control weather spell was cast. One ogre changes the precipitation, one ogre changes the temperature and one ogre changes the wind. The weather remains changed for 1 hour or until any of the ogres loses concentration (as if concentrating on a spell) or dismisses it as a bonus action. A storm shaman can't perform the ritual again until it finishes a short rest.

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