Half-Ogre Thief (5e Creature)

Half-Ogre Thief

Large giant, any chaotic alignment


Armor Class 14 (leather armor)
Hit Points 52 (7d10 + 14)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 9 (-1) 11 (+0) 12 (+1)

Skills Sleight of Hand +5, Stealth +5
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 10
Languages Thieves' cant plus Common and Giant
Challenge 3 (700 XP)


Sneak Attack (1/Turn). The half-ogre deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the half-ogre that isn't incapacitated and the half-ogre doesn't have disadvantage on the attack roll.

ACTIONS

Multiattack. The half-ogre makes two attacks with its dagger.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage and 3 (1d6) fire damage.

BONUS ACTIONS

Cunning Action. The half-ogre takes the Dash, Disengage, or Hide action.


Some half-ogres are nimbler and stealthier than their kin and take to life as thieves. They use their ill-gotten gains to pay for their equipment, such as an appropriately sized crossbow, with the rest funding their lifestyle, which is extravagant by the standards of half-ogres. The half-ogres prefer to set their bolts aflame before launching them and often leave fires in their wake. When ogres, orcs, goblinoids or bandits raid settlements, they often bring half-ogre thieves with them to burn the timbers and thatched roofs of buildings and sow chaos among the defenders.

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