One-Horned Ogre — fantasy monster illustration. One-Horned Ogre is a large giant (Challenge Rating 5).

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One-Horned Ogre

Large Giant, any evil alignment

AC
14
HP
93
Speed
40
CR
5

This towering ogre is covered in rippling muscles. It wears a suit of burnished scale mail and hefts a gleaming greatsword in its hands. A large white horn emerges from the ogre’s forehead, glowing with a strange blue radiance._
Ogre Royalty. A one-horned ogre is not only physically more impressive than other ogres, it also radiates a terrible majesty that causes most other ogres to supplicate themselves before it. Even creatures like Open Game License


Armor Class 14 (scale mail)

Hit Points 93 (11d10+33)

Speed 40 ft.


STR
21 (+5)
DEX
10 (+0)
CON
17 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
18 (+4)

Skills Intimidation +7

Senses darkvision 60 ft., passive Perception 10

Languages Common, Giant

Challenge 5


Traits

Magical Horn. The power of the one-horned ogre comes from its horn. If the horn is ever removed, the one-horned ogre loses its Fiendish Horn Blast action and its Innate Spellcasting trait, and its Charisma score is reduced to 8 (-1). If the ogre receives a new horn through regenerative magic or a blessing from its patron, it regains what it lost.

Ruthless Weapons. When the one-horned ogre hits a blinded, charmed, or frightened creature with any weapon, the weapon deals an extra 1d6 psychic damage.

Innate Spellcasting. The one-horned ogre's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components. 2/day each: darkness, misty step, suggestion 1/day each: fear

Actions

Multiattack. The one-horned ogre can use its Fiendish Horn Blast. It then makes one greatsword attack.

Greatsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Fiendish Horn Blast. The one-horned ogre directs the power of its horn at a target it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and suffers a condition for 1 minute based on the color of the ogre's horn: blinded (black), charmed (crimson), or frightened (white). On a success, the target takes half the damage and doesn't suffer the condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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One-Horned Ogre — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
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