Compatible with Dragonbane RPG.

High Ogre Mage Stat Block

Description: Standing approximately three meters tall, these “Ogres” are almost nothing of the sort. They are characterized by their dark hair, deep green eyes, light blue skin, and love of gold jewelry. Their protectors wear surprisingly resilient scale mail armor and carry pikes capable of firing sizzling bolts of energy. Their Magi are usually clad in silk robes and carry their orbuculums. They are as charming and persuasive as they are strong and agile.

They are also typically maniacally evil, looking down upon all other kin as inferior. Fortunately, they also have an inherent dislike of the rest of their ilk, getting together long enough to mate. Many use their magic to create genetic replicas of themselves instead. Most High Ogres are surrounded by Grays and other minion kin.

High Ogre Magi are, in their opinion, the most powerful and superior beings to ever grace the world with the imprint of their foot. They don’t just believe they’re superior, they’re absolutely sure. Unlike their regular Ogre counterparts, they are incredibly intelligent and lithe. Their arrogance is often their downfall. Other High Ogres are considered NPCs, but the High Ogre Magi is treated as a monster because they are the highest evolution of their kind.

Their mysterious orbuculums double as their grimoires but are incredibly challenging to unlock for anyone other than another High Ogre Magi. For this reason, their orbuculums are considered complex artifacts and should only be usable after months of research and careful experimentation. Otherwise, it could explode.

Unlike their cousins, High Ogres are not averse to daylight. They function just as well in direct sunlight as they do in direct moonlight. Nightkin loathe and resent them for this reason.

Ferocity: 2              Size: Large
Movement: 10    Armor: 2 (Magically protected silk robes.) HP: 24 WP: 16 + 20 from the Orb. (36 total)

High Ogre Magi Attacks: Roll 1d8.

  1. Fear: Everyone within 10 meters must make a Fear test.
  2. Petrification Ray: One target within 12 meters is turned to stone unless a successful CON roll is made. Petrification is reversible by Dispel Magic. The spell can be avoided with a successful EVADE roll but can’t be parried.
  3. Acid Spray. The Ogre projects a spray of powerful acid in a cone that extends 8 meters
  4. Silly Ray: A beam of scintillating colors flies from the Ogre’s hand toward one target within 10 meters. Target must succeed on a WILL roll or begin laughing uncontrollably for 1d6 turns and not be able to take any serious actions such as fighting or casting spells. This ray can be dodged but not blocked/parried.
  5. Freeze Ray: Target within 20 meters takes 2d6 cold damage and may not move for 1d6 rounds. Any physical action taken while frozen is performed with a Bane. Dispel Magic or significant heat for one round will immediately release
  6. Summon Minions: 1d6 Grays appear with their energy rods. They act on the same turn as the High Ogre Magi. Stats to come in another article.
  7. Mind Control Beam: One target within 30 meters must make an opposed WILL test (Ogre Mage has an effective 16 Will.) If the Ogre wins, the subject falls under the Ogre’s control and must do as the Ogre (Game Master) commands for 1d4 rounds. Any act the character would not normally perform immediately grants another opposed test. Any act that would willingly lead to self-harm automatically breaks the effect. In other words, the Ogre can order someone to stand in a corner but not walk off a cliff for example.
  8. Polymorph Ray: The target is immediately turned into a small, relatively harmless creature of the Ogre’s choice unless they can succeed on a WILL Roll. The creature is usually a small forest animal or crustacean. The morphed character retains all mental faculties and current hit points. Dispel Magic cancels the effect. The ray can be EVADED but not blocked. The effect wears off naturally after an uninterrupted Shift Rest.