Part of the Ogrenomicon for DCC and other D20 Fantasy Games.
Space Ogre: Init +4; Atk Third Eye Rays +10 Ranged 90’ (4d6) or Space Ogre Rod +5 melee (1d16+6); AC 12 Force Field AC18; HD 6d8; MV 20’ Fly 30’; Act 1d24 + 1d20; SP Telepathy, Telekinesis; SV Fort +2, Ref +4, Will +6; AL N.
Usually encountered alone, sometimes in pairs. Larger gatherings exist, but never travel as large groups. It’s entirely possible their species is on the verge of extinction and looking for more primitive cultures to assimilate for their genetic material. As it turns out, they are most compatible with Ogres.
Tall thin beings with blue skin. Their bulbous heads have three eyes, two almond shaped, one in the center that glows red and radiates power. They normally levitate or float approximately 3’ off the floor.
They come from another world and travel dimensionally using magic or sometimes mysterious orb-shaped craft. Whatever dimension or planet they come from has a vastly different atmosphere than the one the characters come from. This makes Space Ogres dependent on their air tanks and breath masks. If exposed to normal air, Space Ogres will expire messily within 1d7 rounds.
Space Ogres are highly intelligent. They prefer to avoid physical interactions, instead using their natural telekinetic abilities. They do speak to other beings using telepathy and understand almost every language they encounter automatically. They tend to be curious about beings from other worlds.
Space Ogre Telekinesis works on up to 4 objects within 100′ each being manipulated as if lifted by a creature with an 18 Strength. Unwilling targets may make a Will Save DC 14 to resist being moved.
The Space Ogre’s Rod is a Staff +1 in the hands of a medium creature that requires a minimum 15 Str to lift. It may help a character capable of wielding it to unlock the hidden powers of their mind. Meditating on the Rod for a total of 36 hours activates this power. Character must make a Will Save DC 16 or fall into a coma for 1d30 Days. If successful Roll 1d30 and consult the table below.
1 Permanent Failure. While the wielder survives, the Rod shorts out and becomes unusable. It crumbles to metallic dust.
2-11 Partial Failure: Character loses 1 Point of Luck Permanently (Min 1,) but gains the ability to cast one Level 1 Wizard Spell once per day. The spell never changes. The Rod’s ability to unlock minds is permanently drained.
12-13 The wielder can cause 1d4 damage to a single target creature, save for half damage. Range: 10′
14-17 The wielder can cause 1d6 damage to a single target creature, save for half damage. Range 20″
18-19 The wielder gains the ability to use Telekinesis. At will, the wielder can manipulate up to 4 objects within 100’, each weighing no more than 50 pounds. The Rod’s ability to unlock minds is permanently drained.
20-23 The wielder causes 2d6 damage to a single target creature within 30′
24-27 The wielder gains Telepathy. They may attempt to read the surface thoughts of any creature within 30′. Any unwilling creature may make a Will Save vs the wielder’s Spell Check to block. The Rod’s ability to unlock minds is permanently drained.
28-29 The wielder gains the ability to blast a target creature within 60′ for 4d6 damage. The wielder does not need to be holding the Rod to use this action. However, the wielder permanently gains an open third eye in the middle of their forehead. The Rod’s ability to unlock minds is permanently drained.
30 The wielder gains Telepathy and Telekinesis as described above. The Rod’s ability to unlock minds is permanently drained.

