Ogre

Ogre

Large giant · CR 2 · 450 XP

11 AC · 68 HP

Roll the Ogre

Greatclub
Javelin

Press a roll button. The dice land here.

The Ogre is one swing that ends a level 1 character

How to run it. 68 Hit Points, AC 11, Speed 40, and one attack a turn: a Greatclub at +6 for 2d8 + 4, or a Javelin at +6 for 2d6 + 4 out to 120 feet. No multiattack, no tricks. It is CR 2, and the whole threat is the size of one hit.

How hard it hits. A level 1 fighter with 12 Hit Points drops to one Greatclub hit 67% of the time. A level 1 wizard with 8 drops 95% of the time. Against AC 16 it hits 55% of the time; against AC 12, 75%. So for a new party, the Ogre is a coin flip on losing someone every turn it swings at the wrong person.

The choice that matters is who it swings at. With Intelligence 5 it won't think tactically. Have it hit whatever hurt it last, or whatever looks smallest. Tell the table which, through what it does.

The common mistake is running it as a punching bag because its AC is 11. Players hit it 75% of the time at +5, and 68 Hit Points still take a new party three or four rounds. That is three or four swings from the Ogre.

For players. Its mind is the weak side: at Wisdom −2 it fails a DC 13 Wisdom save 70% of the time. Keep it from closing, but kiting has limits: Speed 40 catches most characters, and a javelin reaches 120 feet. Spread out so one swing finds one target.

The human angle. One big hit sticks in memory in a way twenty small ones don't. Baumeister and colleagues reviewed decades of research and found bad events outweigh good ones of the same size, in memory, emotion and learning. The Ogre is built for that. Players forget the misses; they remember the swing that dropped the cleric.

Source: Baumeister, R. F., Bratslavsky, E., Finkenauer, C., & Vohs, K. D. (2001). Bad is stronger than good. Review of General Psychology, 5(4), 323–370. doi:10.1037/1089-2680.5.4.323

Stat block

Type
Large giant, chaotic evil
Armor Class
11
Hit Points
68 (8d10 + 24)
Speed
40 ft.
Challenge
2 (450 XP), proficiency +2
Senses
darkvision 60 ft., passive perception 8
Languages
Common, Giant
STRDEXCONINTWISCHA
19
8
16
5
7
7

Ogre odds against your Armor Class

Chance to hit, then average damage per attack once misses and critical hits are counted.

AttackAC 12AC 14AC 15AC 16AC 18AC 20
Greatclub (+6)75%
10.2 dmg
65%
8.9 dmg
60%
8.3 dmg
55%
7.6 dmg
45%
6.3 dmg
35%
5 dmg
Javelin (+6)75%
8.6 dmg
65%
7.5 dmg
60%
7 dmg
55%
6.4 dmg
45%
5.3 dmg
35%
4.2 dmg

Ogre hit points

The stat block uses the average, 68. Rolled, 8d10 + 24 lands anywhere from 32 to 104.

32: 0.00%33: 0.00%34: 0.00%35: 0.00%36: 0.00%37: 0.00%38: 0.00%39: 0.00%40: 0.01%41: 0.01%42: 0.02%43: 0.03%44: 0.05%45: 0.08%46: 0.11%47: 0.16%48: 0.23%49: 0.32%50: 0.43%51: 0.57%52: 0.73%53: 0.93%54: 1.16%55: 1.42%56: 1.71%57: 2.02%58: 2.36%59: 2.71%60: 3.06%61: 3.41%62: 3.74%63: 4.04%64: 4.30%65: 4.52%66: 4.68%67: 4.78%68: 4.82%69: 4.78%70: 4.68%71: 4.52%72: 4.30%73: 4.04%74: 3.74%75: 3.41%76: 3.06%77: 2.71%78: 2.36%79: 2.02%80: 1.71%81: 1.42%82: 1.16%83: 0.93%84: 0.73%85: 0.57%86: 0.43%87: 0.32%88: 0.23%89: 0.16%90: 0.11%91: 0.08%92: 0.05%93: 0.03%94: 0.02%95: 0.01%96: 0.01%97: 0.00%98: 0.00%99: 0.00%100: 0.00%101: 0.00%102: 0.00%103: 0.00%104: 0.00%
32chance of each total for 8d10 + 24104
Hit pointsChance
50 or more99%
68 or more52%
86 or more1%
97 or more<1%

Actions

Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 () Bludgeoning damage.

Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 () Piercing damage.

Other CR 2 monsters

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.