D&D MONSTERS

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OGRE

                  OGRE             OGRE-MAGE
                  ----------------------------------
  Armor Class:    5                5
  Hit Dice:       4 + 1            4 + 1
  Move:           90' (30')        90' (30')
  Attacks:        1 club           1 weapon or spell
  Damage:         By weapon + 2    By weapon + 2
  No. Appearing:  1-6 (2-12)       1-3 (2-6)
  Save As:        Fighter: 4       Elf: 4
  Morale:         10               11
  Treasure Type:  (S x 10) S x 100 + C
  Alignment:      Chaotic          Chaotic
  XP va1ue:       125              200
Ogres are huge fearsome human-like creatures, usually 8 to 10 feet tall. They wear animal skins for clothes, and often live in caves. When encountered outside their lair, the group will be carrying 100-600 gp in large sacks. Ogres hate humans and will attack them on sight.

OGRIMA

  Armor Class:    8
  Hit Dice:       2+2
  Move:           120' (40')
  Attacks:        1 
  Damage:         By Weapon 
  No. Appearing:  1-6 (4-24)
  Save As:        Fighter: 2
  Morale:         12
  Treasure Type:  L
  Alignment:      Chaotic
  XP Value:       180

The Ogrima are tall bulky humanoids. They have broad faces especially foreheads and noses .They were originally a cross between ogres and humans with some orcish blood as well. The race is now well defined.

In combat the Ogrima make good use of their great size and bulk. Ogrima attack with a +1 bonus to hit and to damage on all attacks because of their great strength. Ogrima use a variety of weapons, most common is their great axe ( 1d10 / 1d12 ), scourge (great-flail 1d8), or great sword (1d12). When engaging in close combat, Ogrima use a style of fighting similar to sumo wrestling.

OLLOROG

  Armor Class:    4
  Hit Dice:       5+5
  Move:           120' (40')
  Attacks:        3
  Damage:         2-5/2-5/1-8
  No. Appearing:  1-10
  Save As:        Fighter: 4
  Morale:         12
  Treasure Type:  J-O
  Alignment:      Chaotic
  XP Value:       650

These horrible creatures are a nightmare blend of a giant spider and a troll. They are normally found in only a few rugged mountaneous areas, but during their mating season they will rove about as packs in the lowlands.

Ollorogs have the head, arms, and upper torso of a troll, and the body and six legs of a giant spider. On their face are the eight black eyes of a spider, with a fanged mouth surrounded by twitching, hairy mandibles. Ollorogs are slightly shorted than normal Trolls, but occupy a 12' diameter area due to their six legs.

Due to their merged form, the web silk of an Ollorog is insufficiently strong to create a web strong enough to support their own weight. Indeed, a bend bars roll with a -4 bonus is sufficient for any captured prey to break free of the webbing. Thus the Ollorog normally hunt their prey, rather than waiting for the food to come to them.

Combat: The Ollorog attacks primarily with its front claws and a fanged mouth. The two large fangs are equipped with a paralyzing toxin, and any foe bitten by an Ollorog must Save vs. Paralyzation or be completely incapacitated for 1d6 turns.

While an Ollorog is unable to build webs sufficiently strong to support their weight, their light web silk is tough enough to secure even the most powerful foes. However, it requires a full turn for an Ollorog to wrap its paralyzed prey in a silk coccoon.

The body of the Ollorog has much of the regenerative capacity of a Troll. Beginning four rounds after the first wound, the creature will recover 2 hit points per round until fully healed. Unlike Trolls, however, Ollorogs reduced to zero or fewer hit points are slain. Nor do severed limbs continue to fight.

Due to the manner in which Ollorogs were created, they are highly susceptible to sunlight. Each round of exposure to direct sunlight inflicts 1d6 hit points of damage. For this reason Ollorogs are usually found only at night. They have a powerful digging ability that allows them to tunnel through one foot of earth each round. If caught out in the open at dawn, they will use this ability to dig a hole in the ground and bury themselves until dusk.

All Ollorog have a ravenous appetite and are constantly on the hunt for food during the night hours. Thus, because of their limited intelligence, they have a 50% chance to be distracted by some food left behind by fleeing prey.

Habitat/Society: Ollorogs prefer the mountainous heights or the safety of the subterranean depths. Ordinarily the males travel in small groups of one to four. During their infrequent mating season, however, they will wander the lowlands while traversing the distance to distant mountain habitats. These Ollorog males rove the lands in swarming groups, ravishing the lowlands for any form of prey.

Ollorog females form packs with the eldest serving as their leader. These packs will drive away any males who are not rutting. Elegible males battle amongst themselves to determine the dominant male, and the winner mates with the entire pack. Due to their regenerative abilities, these battles can be long, drawn out affairs. But sooner or later one of the males will acknowledge the other as superior.

As the Ollorogs are outcasts from their ancestral deities, they worship no god. Instead they follow a form of ancestor worship, a religious belief that provides no shamanistic magical benefits, but does provide some degree of cultural identity.

Ecology: Ollorogs prey on any and all creatures, using their swarming groups and a toxic bite to subdue their foe. Only a fully adult dragon or its ilk has little to fear from this unholy beast. Unlike the Trolls, Ollorogs have no particular dislike for good-aligned giants.

As exposure to direct sunlight will cause Orrologs to burst into flame, alchemists must be carefully to keep their components in opaque containers. The blood of the Ollorog can be used as an antidote to the bite of a spider.

ORC

  Armor Class:    6
  Hit Dice:       1
  Move:           120' (40')
  Attacks:        1 weapon
  Damage:         By weapon
  No. Appearing:  2-8 (10-60)
  Save As:        Fighter: 1
  Morale:         8 or 6 (see below)
  Treasure Type:  (P) D
  Alignment:      Chaotic
  XP value:       10
An orc is an ugly human-like creature, and looks like a combination of animal and man. Orcs are nocturnal omnivores, and prefer to live underground. When fighting in daylight, they have a penalty of - 1 on their Hit Rolls. Orcs have bad tempers and do not like other living things.

One member of each group of orcs is a leader with 8 hit points who gains a +1 bonus on damage rolls. If this leader is killed, the morale of the group becomes 6 instead of 8. Orcs are afraid of anything larger or stronger than they are, but may be forced to fight by their leaders. Orcs are often used for armies by Chaotic leaders (both humans and monsters). They prefer swords, spears, axes, and clubs for weapons. They will not use mechanical weapons (such as catapults), and only their leaders understand how to operate such devices.

There are many different tribes of orcs. Each tribe has as many female orcs as males, and 2 children ("whelps") for each 2 adults. The leader of an orc tribe is a chieftain with 15 hit points, who attacks as a 4 Hit Dice monster and gains + 2 on damage rolls. For every 20 orcs in a tribe, there may be an ogre with them (1 in 6 chance), or troll (1 in 10) living in the lair as well.

OWL BEAR

  Armor Class:    5
  Hit Dice:       5
  Move:           120' (40')
  Attacks:        2 claws/l bite
  Damage:         1-8/1-8/1-8
  No. Appearing:  1-4 (1-4)
  Save As:        Fighter: 3
  Morale:         9
  Treasure Type:  C
  Alignment:      Neutral
  XP value:       175
An owl bear is a huge bear-like creature with the head of a giant owl. It stands 8' tall and weighs 15,000 cn. If both its paws hit one opponent in one round, the owl bear hugs for an additional 2-16 points of damage. Owl bears have nasty tempers and are usually hungry, preferring meat. They are commonly found underground and in dense forests.


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