36 lines
1.4 KiB
Markdown
36 lines
1.4 KiB
Markdown
# Ogre, Black Sun
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*Large* *Giant* *lawful evil*
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- **Armor Class:** 17 (half plate, Infernal Runes)
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- **Hit Points:** 152 (16d10+64)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 8 (3,900 XP)
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- **Source:** Tome of Beasts 3, page 298
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 20 (+5) | 13 (+1) | 18 (+4) | 10 (+0) | 12 (+1) | 14 (+2) |
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- **Saving Throws**: Con +7, Wis +4, Cha +5
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- **Skills:** perception +1
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- **Senses:** darkvision 60', passive Perception 14
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- **Languages:** Common, Giant, Orc
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### Special Abilities
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- **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.
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- **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).
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### Actions
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- **Multiattack:** Two Greatsword attacks.
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- **Greatsword:** Melee Weapon Attack: +8 to hit, 5 ft., one target, 19 (4d6+5) slashing damage + 7 (2d6) necrotic.
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- **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.
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### Reactions
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- **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
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