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Number of 6 sided Dice:

Race
Ogre
Merrow
Ogrim

I.Q.
3D6
2D6
3D6+3

M.E.
3D6
2D6
3D6

M.A.
2D6
2D6
2D6

P.S.
4D6+4
4D6+8
5D6

P.P.
3D6
4D6
4D6

P.E.
3D6+6
4D6
4D6

P.B.
2D6
2D6
2D6

SPD
3D6
4D6x10 swimming
3D6

PER
3D6
4D6
3D6

LUCK
3D6
3D6
3D6

Alignment: Typically anarchist or evil, but most player


characters are likely to be unprincipled, anarchist,
aberrant or even good.
Hit Points:Standard
S.D.C. Base: 20
Natural A.R.: 5
Horror Factor: 10
O.C.C.'s Available: Any
Special/Natural Abilities:

All Ogre types: Nightvision 40 ft (12.2 m)


Merrow: Swimming (98%)
Ogrim: Can also perform the following feats of
magic:
At will: become invisible, cause darkness in a
10-foot radius, and regenerate one hit point
per round (lost members must be reattached
to regenerate).
Once per day they can do the following: fly (for
12 turns), charm person, sleep, assume
gaseous form, and create a cone of cold 60
feet long with a terminal diameter of 20 feet,

which inflicts 8-64 (8d8) points of damage


(save vs. spell for half damage).
Twice per day they can polymorph to a human
or similar bipedal creature (4 feet to 12 feet
tall).
# Of Attacks: As per Hand to Hand
Damage/Attack: Clawed hands inflict 2D4 damage
+P.S. bonus, kick 3D6 +P.S. bonus, and bite 2D4
damage but no P.S. bonus is applicable. or by Weapon
type.
Bonuses: +2 to save vs horror factor.
Magic: As per O.C.C.
Psionics: None
Average Lifespan: 90+ years; some have lived up to
130.
Value: N/A
Languages: Common and Ogre.
Habitat: Can be found in any Habitat.
Frequency: Uncommon to Rare
Organization: Clan
Activity Cycle: Any
Diet: Carnnivores
Enemies: Elves, Dwarves, halfling, and other good
creatures.
Allies: Trolls, Orcs, Goblins, Kobolds.

Height: 9' to 10' tall (9' - 12' for Ogrim)


Weight: 250 to 500 pounds (300 - 600 LBS for Ogrim)
Treasure: C, Q, D
# Appearing: 1-6
Favourite Weapons: Any. Although terrible craftsmen,
ogres recognize and appreciate well-crafted weapons
and armor. Among their favorite are large swords,
axes, and blunt weapons (mace, morning star, cudgel).
Many also seem adept with the sling and ball and
chain. Items created from precious metals, gem
encrusted, or endowed with magic properties are also
coveted by ogres.
Racial Skills:
1.Tracking (+10%)
2.Trap/Skin animals
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back to top Description:


Ogres are big, ugly, greedy humanoids that live by
ambushes, raids, and theft. Ill-tempered and nasty,
these monsters are often found serving as

mercenaries in the ranks of orc tribes, evil clerics, or


gnolls. They mingle freely with giants and trolls. Adult
ogres stand 9 to 10 feet tall and weigh 300 to 350
pounds. Their skin colors range from a dead yellow to
a dull black-brown, and (rarely) a sickly violet. Their
warty bumps are often of a different color -- or at least
darker than their hides. Their eyes are purple with
white pupils. Teeth and talons are orange or black.
Ogres have long, greasy hair of blackish-blue to dull
dark green. Their odor is repellent, reminiscent of
curdled milk. Dressing in poorly cured furs and animal
hides, they care for their weapons and armor only
reasonably well. It is common for ogres to speak orc,
troll, stone giant, and gnoll, as well as their own
guttural language. A typical ogre's life span is 90
years.
Combat:
In small numbers, ogres fight as unorganized
individuals, but groups of 11 or more will have a
leader, and groups of 16 or more usually include two
leaders and a chieftain. Ogres wielding weapons get a
Strength bonus of +2 to hit; leaders have +3,
chieftains have +4. Females fight as males but score
only 2-8 points of damage and have a maximum of
only 6 hit points per die. Young ogres fight as goblins.
Habitat/Society:

Ogre tribes are found anywhere, from deep caverns to


mountaintops. Tribes have 16-20 males, 2-12 females,
and 2-8 young. Shamans, if present, will be of 3rd
level, and have access to the spheres of combat,
divination, healing, protection, and sun (darkness
only). Ogres live by raiding and scavenging and they
will eat anything. Their fondness for elf, dwarf, and
halfling flesh means that there is only a 10% chance
that these will be found as slaves or prisoners. There is
a 30% chance that an ogre lair will include 2-8 slaves.
Captured prisoners are always kept as slaves (25%) or
food (75%). Extremely avaricious, ogres squabble over
treasure and cannot be trusted, even by their own
kind.
Ogre Leader: When more than 11 ogres are
encountered, a leader will be present. He is a lvl 7
and AR 15. He inflicts 5-15 (2d6+3) points of
damage per attack, +6 with weapon.
Ogre Chieftain: If 16 or more ogres are
encountered, they will be led by two patrol leaders
and a chieftain. The chieftain is a LVL 7 and ar 15.
He inflicts 8-18 (2d6+6) points of damage per
attack, +6 with weapon. Chieftains are usually the
biggest and smartest ogres in their tribes.

Ecology:
Ogres consistently plague mankind, lusting for gold,
gems, and jewelry as well as human flesh. They are
evil-natured creatures that join with other monsters to
prey on the weak and favor overwhelming odds to a
fair fight. Ogres make no crafts nor labor.

Merrow

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Description:
Also known as Aquatic Ogres, Merrow are Faster and
fiercer than their land kin. They are greenish and
scaled with webbed hands and feet. Their necks are

long and thick, their shoulders are sloping, and they


have huge mouths and undershot jaws. Merrow have
black teeth and nails and deep green eyes with white
centers, and their hair resembles slimy seaweed.
About 10% grow ivory horns, especially the more
powerful males.
Aquatic ogres are very fond of tattoos, and females
may have their entire bodies inked with scenes of
death and destruction as a sign of status. Merrow
speak their own dialect and the language of other
ogres.
Combat:
Using their green coloration, aquatic ogres can hide,
becoming effectively invisible 10-80% of the time,
depending on terrain. They attack from cover, so
others are -5 on their surprise roll. Merrow typically
attack with a large piercing spear (inflicting 2-12
points of damage) in a swimming charge at +1 to hit,
followed by melee with talons and teeth.
Habitat/Society:
A typical merrow tribe consists of:

1 Chief, AR 15, Lvl 6, +2 on damage


2 Patrol Leaders, AR 15, Lvl 6, +1 on damage
2-24 Standard Merrow
2-24 Females

1-12 Young
1 Shaman of 5rd level ability
Merrow dwell in caves in shallow, fresh water (50-250
feet deep), often with scrags (see Troll). They can live
out of water for about two hours, so they often forage
on land. Merrow usually control an area with a radius
of 10-15 miles, hunting and foraging throughout this
territory. In times of scarcity, or when the lure of
treasure becomes too great, a war party will attack the
coastal villages of man. Merrow prefer gold and jewels
and often overlook dull magical items in search of
glittering prizes. The goals of a merrow chieftain rule
the tribe, and these power-hungry monsters seek to
completely control their ``kingdoms,'' often leading to
attacks on intruding ships.
Ecology:
Merrow are ignorant and superstitious and have no
skills but plundering and murder. Areas of the
freshwater lakes and seas where they have influence
are avoided by sailors and fishermen. These monsters
are carnivores, preying on all who enter their regions,
often emptying the seas of life with their voracious
appetites.

Ogrim

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Description:
The Ogrim, also know as the Ogre Magi were originally
a small band of extremely loyal Ogre enforcers,
serving the Elves during the Elf-Dwarf War. They were

rewarded for this loyalty by being transformed into


scheming and malicious sorcerers by warping and
twisting the Elven magics that were used in the
creation opf the High Orcs with certain Fae magics.
The Magics once again proved to not be as stable as
they had hoped and the once loyal hulking, brutes,
became unpredictable. The elves decided to rid
themselves of this new potential threat and set them
loose to reap havoc amoung the Dwarves, in the hope
that they would eventually be exterminatied. The
Ogrim proved more capable then expected and over
the millenia have become extremely numerous,
cunning and insidious, and like thier Ogre cousins are
considered a force of evil.
They have light blue, light green, or pale brown skin.
The hair is usually a different color (blue with green,
green with blue) and is darker in shade; though rare
individuals are found with pale brown skin and yellow
hair. They have black nails and dark eyes with white
pupils. The teeth and tusks are very white. Ogrim are
taller and more intelligent than their cousins and they
dress in more refined clothing and armor.
Combat:
Ogrim attack with magic first and resort to physical
attacks only if necessary. They are +5 vs horror factor
while in combat.

In battle, ogre magi prefer large swords (75%) or


scimitar and whip (25%).
As ogre magi are intelligent, they will not fight if faced
with overwhelming odds, but will flee to gather their
forces or hide.
Habitat/Society:
These monsters live in fortified dwellings or caves and
foray to capture slaves, treasure, and food. Ogre magi
priests of up to 7th level have been reported.
A typical merrow tribe consists of:

1 Chief, AR 15, Lvl 9, +2 on damage


2 Patrol Leaders, AR 15, Lvl 7, +1 on damage
2-20 Standard Merrow
2-20 Females
1-10 Young
1 Shaman of 7rd level ability

Treasure is divided by this chief and his trove is always


the richest. The tribe will have their own clan symbol
typical to the oriental lands, and this symbol will be
stitched on its war banners and flags as well as on
armor and headdresses. The chief will often have the
tribe's symbol tattooed on his forehead or back.
Ogre magi speak the common tongue, their own
special language, and the speech of normal ogres.

Ecology:
Like their Ogre cousins, Ogrim consistently plague
mankind, lusting for gold, gems, and jewelry as well as
human flesh. They are evil-natured creatures that join
with other monsters to prey on the weak and favor
overwhelming odds to a fair fight. Because of their
magical nature they are often found as leaders of the
other Ogre tribes as well as tribes of Ork and other
monster races.

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