Ogre, Black Sun
Large Giant, lawful evil
Armor Class 17 (half plate, Infernal Runes)
Hit Points 152 (16d10+64)
Speed walk +30
Challenge 8
Saving Throws cha +5, con +7, wis +4
Skills perception +1
Senses darkvision 60', passive Perception 14
Languages Common, Giant, Orc
Special Abilities
Infernal Runes. Its tattoos give it a +2 bonus to its AC (included above). In addition the ogre has advantage on saves vs. spells and other magical effects.
Unholy Blade. Infused with unholy power the ogre's weapon attacks are magical. When it hits with any weapon weapon deals an extra 2d6 necrotic (included below).
Actions
Multiattack. Two Greatsword attacks.
Greatsword. Melee Weapon Attack: +8 to hit, 5 ft., one target, 19 (4d6+5) slashing damage + 7 (2d6) necrotic.
Dark Word. Speaks an infernal word of unmaking at up to two creatures it can see within 120' of it. Each target: DC 16 Con save or take 22 (5d8) necrotic.
Reactions
Gauntleted Backhand. When a creature within 5 ft. of the ogre misses the ogre with melee attack the attacker must make DC 16 Dex save or be knocked prone
Source: Tome of Beasts 3 · OGL/Open