Ogre, Skullcrusher Sergeant (CR 8)
Large Giant
Alignment: Usually neutral evil
Initiative: +1 (Dex); Senses: darkvision 60 ft. and low-light vision
Languages: Common, Giant
AC: 23 (-1 size, +1 Dex, +2 natural, +9 +1 spiked full plate, +2 spiked heavy shield), touch 10, flat-footed 22
Hit Dice: 8d8+40 plus 3d10+15 (107 hp)
Fort +15, Ref +5, Will +5
Speed: 40 ft. (30 ft. in +1 spiked full plate)
Space: 10 ft./10 ft.
Base Attack +9; Grapple +26
Attack: Bastard sword +18 melee or shield bash +17 melee or lance +17 melee, or rock +10 ranged
Full Attack: Bastard sword +14/+9 melee and shield bash +13 melee or lance +17/+12 melee or rock +10 ranged
Damage: Bastard sword 2d8+9/17-20, shield bash 1d8+4, lance 2d6+13/x3, rock 2d6+9
Special Attacks/Actions: Rock throwing
Abilities: Str 29, Dex 13, Con 20, Int 10, Wis 12, Cha 6
Special Qualities: 3rd-Level Fighter
Feats: Exotic Weapon Proficiency (bastard sword); Improved Critical (bastard sword); Improved GrappleB; Improved Shield Bash; Mounted Combat; Power Attack; Two-Weapon Fighring; Weapon Focus (bastard sword)
Skills: Craft (armorsmithing or weaponsmithing) +5, Handle Animal +5, Intimidate +4, Knowledge (architecture and engineering) +5, Ride +8, and Search +0 (+2 secret doors)
Advancement: By character class
Climate/Terrain: Warm hills
Organization: Solitary or warband (1-2 plus 10-24 skullcrusher ogres and 1-4 ogres)
Treasure/Possessions: Standard (including +1 spiked full plate and cloak of resistance +1)
Source:
Monster Manual III
Skullcrusher sergeants are canny fighters. Even when confronted by a well-armored foe, a sergeant will often use its Power Attack feat, taking a -4 penalty on attack rolls to gain a +4 bonus on damage. However, it usually commands nearby allies to aid its attacks, hoping to counter the attack penalty from the Power Attack feat.