Encounters: Goblin Marches - Caves (Day)

Ogre (CR 3)

Large Giant
Alignment: Usually chaotic evil
Initiative: -1 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +2, and Spot +2


AC: 16 (-1 size, -1 Dex, +5 natural, +3 hide), touch 8, flat-footed 16
Hit Dice: 4d8+11 (29 hp)
Fort +6, Ref +0, Will +1


Speed: 40 ft. (30 ft. with hide armor)
Space: 10 ft./10 ft.
Base Attack +3; Grapple +12
Attack: Greatclub +8 melee or javelin +1 ranged
Full Attack: Greatclub +8 melee or javelin +1 ranged
Damage: Greatclub 2d6+7; or javelin 2d6+5
Special Attacks: -


Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Special Qualities:
Feats: Toughness; Weapon Focus (greatclub)
Skills: Climb +5, Listen +2, and Spot +2
Advancement: By character class


Climate/Terrain: Temperate hills
Organization: Solitary, pair, gang (2-5), or band (5-8)
Treasure: Standard


Source: Monster Manual

Ogres favor overwhelming odds, sneak attacks, and ambushes to a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.

Faerûnian Random Encounters by Region and Locale