Encounters: The Great Gray Land of Thar - Wilderness
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: -
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.