Ogre, Skullcrusher (CR 5)
Large Giant
Alignment: Usually neutral evil
Initiative: +0; Senses: darkvision 60 ft. and low-light vision
Languages: Common, Giant
AC: 20 (-1 size, +2 natural, +7 spiked half-plate, +2 spiked heavy shield), touch 9, flat-footed 20
Hit Dice: 8d8+24 (60 hp)
Fort +9, Ref +2, Will +2
Speed: 40 ft. (30 ft. in spiked half-plate)
Space: 10 ft./10 ft.
Base Attack +6; Grapple +21
Attack: Morningstar +12 melee or shield spike +12 melee or rock +6 ranged
Full Attack: Morningstar +8/+3 melee and shield spike +8 melee or rock +6 ranged
Damage: Morningstar 2d6+7, shield spike 1d8+3, rock 2d6+7
Special Attacks/Actions: Rock throwing
Abilities: Str 25, Dex 11, Con 17, Int 10, Wis 10, Cha 9
Special Qualities:
Feats: Improved Grapple; Improved Shield Bash; Mounted Combat; Power Attack; Two-Weapon Fighting
Skills: Craft (armorsmithing or weaponsmithing) +5, Handle Animal +4, Intimidate +1, Knowledge (architecture and engineering) +5, Ride +7, and Search +0 (+2 secret doors)
Advancement: By character class
Climate/Terrain: Warm hills
Organization: Gang (4-9), warband (10-24 plus 1-2 3rd- level sergeants mounted on trained war elephants and 1-4 ogres), or tribe (30-60 plus 50% noncombatants plus 1 3rd-level sergeant per 10 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 4-16 ogres, and 10-30 trained war elephants)
Treasure/Possessions: Standard
Source:
Monster Manual III
Rock Throwing (Ex): Like giants, skullcrusher ogres are accomplished rock throwers and gain a +1 racial bonus on attack rolls when throwing rocks. A skullcrusher ogre can hurl rocks of 40 to 50 pounds (Small objects) up to five range increments. The range increment is 100 feet for a skullcrusher ogre's rocks.
Skullcrusher ogres are born fighters. They love the clangor and calamity of battle.
A skullcrusher ogre gleefully charges into combat and strikes at foes with both its morningstar and spiked shield. A skullcrusher ogre especially enjoys grappling foes and crushing them on his spiked armor. (A successful grapple check to deal damage causes 1d4+7 points of nonlethal damage plus 1d8 points of piercing damage.)