Underworld Ogre
Adversary overview
A hellish bruiser
The Underworld Ogre represents a broad group of demonic creatures who occupy the lower planes. During the first war between Heaven and the Void these were the footsoldiers of the Void but, when the Celestial Emperor created Hell, many of these creatures, having grown accustomed to the order of military life, defected, renouncing their demonic ways and becoming members of Hell’s bureaucracy. Serving as guards and torturers in hell, when a Judge sentences a soul to some sort of mortification in order to purify them for return to the wheel of rebirth, it is generally an Underworld Ogre who acts upon that sentence. There is great variation in the appearance of these ogres. They have between one and three eyes, between zero and four horns and may be almost any colour (although red, blue and obsidian black are the most common). Underworld ogres have no relationship to the ogres of the prime material plane but they are cousins of the Oni, who many scholars consider to be a sub-species.
Stat block
Standard attack
Features
Passives
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Ramp Upfear 1
You must spend a Fear to spotlight the adversary. While spotlighted, they can make their standard attack against all targets within range.
Actions
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Hellish Bowstress 1
The Ogre may mark a stress to increase the range of its standard attack to very far.
Reactions
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Momentum
When this adversary makes a successful attack against a PC, you gain a Fear.
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Fiery Departurestress 1
After the Ogre takes a major or severe wound they may disappear in a flash of fire, reappearing in a space within far range. Anyone in melee range to the ogre when it disappears must make an Agility reaction roll or take 3d10 magic damage.
Motives & tactics
Experiences
- Gymnast +3
- Stealthy +3
- Perceptive +2
Underworld Ogre
Tier 3 bruiser
A hellish bruiser
Motives & Tactics: Beat, Imprison, Crush, Order, Bully
Difficulty: 17 | Thresholds: 22 / 38 | HP: 7 | Stress: 5
ATK: +4 | Hellish Iron Whip: Melee | 3d10+4 Physical
Experience: Gymnast +3, Stealthy +3, Perceptive +2
HP:
Stress:
Features
Ramp Up – Passive: You must spend a Fear to spotlight the adversary. While spotlighted, they can make their standard attack against all targets within range.
Hellish Bow – Action: The Ogre may mark a stress to increase the range of its standard attack to very far.
Momentum – Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Fiery Departure – Reaction: After the Ogre takes a major or severe wound they may disappear in a flash of fire, reappearing in a space within far range. Anyone in melee range to the ogre when it disappears must make an Agility reaction roll or take 3d10 magic damage.
Underworld Ogre
The Underworld Ogre represents a broad group of demonic creatures who occupy the lower planes. During the first war between Heaven and the Void these were the footsoldiers of the Void but, when the Celestial Emperor created Hell, many of these creatures, having grown accustomed to the order of military life, defected, renouncing their demonic ways and becoming members of Hell’s bureaucracy. Serving as guards and torturers in hell, when a Judge sentences a soul to some sort of mortification in order to purify them for return to the wheel of rebirth, it is generally an Underworld Ogre who acts upon that sentence. There is great variation in the appearance of these ogres. They have between one and three eyes, between zero and four horns and may be almost any colour (although red, blue and obsidian black are the most common). Underworld ogres have no relationship to the ogres of the prime material plane but they are cousins of the Oni, who many scholars consider to be a sub-species.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Underworld Ogre Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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