Ogre Boss

Large • Giant • Chaotic Evil

Armor Class 17

Hit Points 133 (14d10 + 56)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
19 (+4)9 (-1)18 (+4)8 (-1)10 (+0)8 (-1)

Saving Throws Str +7, Con +7

Skills Athletics +7, Intimidation +5, Perception +3

Gear scimitar, shield, armor pieces

Senses darkvision 60 ft., passive Perception 13

Languages Common, Giant

CR 7 (XP 2,900; PB +3)

An ogre wearing pieces of armor, a shield, an several weapons.

Bloodied – Stupid Shield. The ogre throws away its shield, reducing its armor class by 2, and instead grabs another weapon. It makes one additional attack as part of its Multiattack until it finishes a short or long rest.

ACTIONS

Multiattack. The ogre makes two Scimitar attacks. It can replace one attack with a Weapon Throw.

Scimitar. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Weapon Throw (3/Day). Dexterity Saving Throw: DC 15, one creature within 30 feet that the ogre can see. Failure: 8 (2d4 + 4) slashing damage and the target is knocked prone.

BONUS ACTIONS

Battle Cry (Recharge 6). Wisdom Saving Throw: DC 13, each creature in a 30-foot emanation originating from the ogre. Failure: The target becomes frightened until the end of its next turn.

LEGENDARY ACTIONS

Legendary Action Uses: 3. Immediately after another creature’s turn, the ogre can expend a use to take one of the following actions. The ogre regains all expended uses at the start of each of its turns.

Attack. The ogre makes one Scimitar attack.

You Do It. The ogre punches an allied creature within 5 feet of it. The target takes 5 bludgeoning damage and can use their reaction to move up to their speed and make a weapon attack.

Reckless Charge. The ogre moves up to its speed towards a hostile creature within 30 feet of it. It then makes one Scimitar attack against that creature with advantage. The ogre can’t take this action again until the start of its next turn.

Ogre Boss

Large • Giant • Chaotic Evil

Armor Class 16

Hit Points 104 (11d10 + 44)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
19 (+4)9 (-1)18 (+4)7 (-2)9 (-1)8 (-1)

Saving Throws Str +7

Skills Athletics +7, Intimidation +5, Perception +2

Gear scimitar, shield, armor pieces

Senses darkvision 60 ft., passive Perception 12

Languages Common, Giant

CR 5 (XP 1,800; PB +3)

An ogre wearing pieces of armor, a shield, an several weapons.

Bloodied – Stupid Shield. The ogre throws away its shield, reducing its armor class by 2, and instead grabs another weapon. It makes one additional attack as part of its Multiattack until it finishes a short or long rest.

ACTIONS

Multiattack. The ogre makes two Scimitar attacks. It can replace one attack with a Weapon Throw.

Scimitar. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Weapon Throw (3/Day). Dexterity Saving Throw: DC 15, one creature within 30 feet that the ogre can see. Failure: 8 (2d4 + 4) slashing damage and the target is knocked prone.

BONUS ACTIONS

Battle Cry (Recharge 6). Wisdom Saving Throw: DC 13, each creature in a 30-foot emanation originating from the ogre. Failure: The target becomes frightened until the end of its next turn.

LEGENDARY ACTIONS

Legendary Action Uses: 2. Immediately after another creature’s turn, the ogre can expend a use to take one of the following actions. The ogre regains all expended uses at the start of each of its turns.

Attack. The ogre makes one Scimitar attack.

You Do It. The ogre punches an allied creature within 5 feet of it. The target takes 5 bludgeoning damage and can use their reaction to move up to their speed and make a weapon attack.

Reckless Charge. The ogre moves up to its speed towards a hostile creature within 30 feet of it. It then makes one Scimitar attack against that creature with advantage. The ogre can’t take this action again until the start of its next turn.

Ogre Boss

Large • Giant • Chaotic Evil

Armor Class 18

Hit Points 171 (18d10 + 72)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
19 (+4)9 (-1)18 (+4)8 (-1)10 (+0)8 (-1)

Saving Throws Str +8, Con +8

Skills Athletics +8, Intimidation +7, Perception +4

Gear scimitar, shield, armor pieces

Senses darkvision 60 ft., passive Perception 13

Languages Common, Giant

CR 9 (XP 5,000; PB +4)

An ogre wearing pieces of armor, a shield, an several weapons.

Bloodied – Stupid Shield. The ogre throws away its shield, reducing its armor class by 2, and instead grabs another weapon. It makes one additional attack as part of its Multiattack until it finishes a short or long rest.

ACTIONS

Multiattack. The ogre makes two Scimitar attacks. It can replace one attack with a Weapon Throw.

Scimitar. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Weapon Throw (3/Day). Dexterity Saving Throw: DC 15, one creature within 30 feet that the ogre can see. Failure: 11 (3d4 + 4) slashing damage and the target is knocked prone.

BONUS ACTIONS

Battle Cry (Recharge 5-6). Wisdom Saving Throw: DC 14, each creature in a 30-foot emanation originating from the ogre. Failure: The target becomes frightened until the end of its next turn.

LEGENDARY ACTIONS

Legendary Action Uses: 3. Immediately after another creature’s turn, the ogre can expend a use to take one of the following actions. The ogre regains all expended uses at the start of each of its turns.

Attack. The ogre makes one Scimitar attack.

You Do It. The ogre punches an allied creature within 5 feet of it. The target takes 5 bludgeoning damage and can use their reaction to move up to their speed and make a weapon attack.

Reckless Charge. The ogre moves up to its speed towards a hostile creature within 30 feet of it. It then makes one Scimitar attack against that creature with advantage. The ogre can’t take this action again until the start of its next turn.

QUICK REFERENCE

Habitat

    • Mountain strongholds, deep caves, ruined keeps
    • Leads warbands of ogres, orcs, and goblinoids
    • Part of an underground gang in very big high fantasy cities

Behavior

    • Rules through fear and brute force by simply being the strongest, suppresses any resent through constantly fighting those that challenge its leadership
    • Reckless and courageous, yet with the typical naivety and stupidity of an ogre
    • Display dominance by commanding others to do its bidding

Information (Intelligence Check)

    • DC 11 History: Recognized as a stronger ogre that leads others through brute strength
    • DC 13 Insight: Notices that the boss gets more reckless and aggressive when wounded
    • DC 15 Perception: Collects a variety of armor scraps and disposable weapons

Combat

    • Straight-forward melee fighter: get close and personal
    • Opens with a Battle Cry and then charges at the most squishy-looking foe
    • Simple attack pattern: attacks what is most annoying or easiest to kill
    • Uses You Do It to command its minions to take care of the more dangerous foes or situations

Loot Ideas

    • A collection of badly treated weaponry (usually oversized for Large or Huge creatures), potentially containing a magic weapon the ogre was not aware of
    • Fighting trophies and damaged treasures, crudely imitating human kings and nobles’ fine mansions
    • Small horde of bent coins, mostly copper coins to look like a big pile

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.