Ogre Mage — fantasy monster illustration. Ogre Mage is a large giant (Challenge Rating 7).

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Ogre Mage

Large Giant

AC
16
HP
102
Speed
30
CR
7

Armor Class 16

Hit Points 102 (12d10+36)

Speed 30 ft., fly 30 ft.


STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)

Skills Arcana +5, Stealth +3, Deception +6, Perception +4

Senses darkvision 60 ft., passive Perception 14

Languages Common, Giant

Challenge 7


Traits

Innate Spellcasting. The ogres innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: darkness, invisibility, 1/day: charm person, cone of cold, gaseous form, hold person

Actions

Multiattack. The ogre makes two melee attacks.

Claw (Ogre Mage Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Iron Club. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage or 10 (1d12 + 4) bludgeoning damage in Small or Medium form. When the ogre hits or touches a target with its club it can end any spell on the target that was cast with a 3rd-level or lower spell slot.

Read Scroll (1/Day). The ogre casts a spell from a magical scroll without expending the scrolls magic.

Darkness (2nd-Level; V, S, Concentration). Magical darkness spreads from a point within 30 feet of the ogre filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it.

Hold Person (2nd-Level; V, S, Concentration). One humanoid the ogre can see within 60 feet makes a DC 14 Wisdom saving throw. On a failure the target is paralyzed for 1 minute repeating the saving throw at the end of each of its turns ending the effect on a success.

Invisibility (2nd-Level; V, S, Concentration). The ogre is invisible for 1 hour. The spell ends if the ogre attacks or casts a spell.

Gaseous Form (3rd-Level; V, S, Concentration). The ogre and its gear becomes a hovering cloud of gas for 1 hour. Its Speed is 0 and its fly speed is 30. It can't attack use or drop objects talk or cast spells. It can enter another creatures space and pass through small holes and cracks but can't pass through liquid. It is resistant to nonmagical damage has advantage on Strength Dexterity and Constitution saving throws and can't fall.

Cone of Cold (5th-Level; V, S). Frost blasts from the ogre in a 60-foot cone. Each creature in the area makes a DC 14 Constitution saving throw taking 36 (8d8) cold damage on a failure or half damage on a success.

Bonus Actions

Shapeshift. The ogre changes its form into a Small or Medium humanoid, or back into its true form, which is a Large giant. Other than its size, its statistics are the same in each form. Its iron club, armor, and clothing change size with it. It reverts to its true form when it dies.

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Ogre Mage — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

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The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
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