CR 2
Large Giant
Armor Class 11 (hide armor)
Hit Points 66
Speed 40 ft.
Perception 8 Stealth 9
Sensesdarkvision 60 ft.
Languages Common, Giant
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | -1 | +3 | -3 | -2 | -2 |
Giant Attributes. The ogre is resistant to the stunned condition, and it is vulnerable to the prone condition.
Actions
Multiattack. The ogre makes two Greatclub or Javelin attacks.
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Bowling Sweep (Recharge 5-6). The ogre sweeps its weapon in a wide arc around it. Each creature within 10 feet of the ogre must make a DC 14 STR save. Small and smaller creatures have disadvantage on the save. On a failure, a creature takes 14 (4d6) bludgeoning damage, is pushed up to 10 feet away from the ogre, and is knocked prone. On a success, a creature takes half the damage and isn’t pushed or knocked prone.
Bonus Actions
Shoving Rush. The ogre takes the Dash action. If it moves, it can propel itself into one creature it can see along its path. The target must succeed on a DC 14 STR save or be knocked prone. This movement doesn’t provoke opportunity attacks from a target that fails this save.