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Ogre Mage

Large · Giant · CR 7 · Chaotic Evil

Armor Class
16
Hit Points and Hit Dice
102 (12d10+36)
Challenge Rating CR
7

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
10
+0
CON
16
+3
INT
14
+2
WIS
12
+1
CHA
16
+3

Overview

Category Monsters
Size Large
Type Giant
Alignment Chaotic Evil
XP 2900
Initiative Bonus +0

Movement

Walk 30 ft (9.1 m)
Fly 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 14

Skills

Arcana +5 Deception +6 Perception +4 Stealth +3

Languages

Common, Giant

Traits

Innate Spellcasting

The ogres innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

  • At Will: Darkness, Invisibility
  • 1/Day: Charm Person, Cone of Cold, Gaseous Form, Hold Person

Actions

Claw

+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 slashing damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Cone of Cold

(5th-Level; V, S) Frost blasts from the ogre in a 60-foot cone. Each creature in the area makes a DC 14 Constitution saving throw taking 36 (8d8) cold damage on a failure or half damage on a success.

Darkness

(2nd-Level; V, S, Concentration) Magical darkness spreads from a point within 30 feet of the ogre filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it.

Gaseous Form

(3rd-Level; V, S, Concentration) The ogre and its gear becomes a hovering cloud of gas for 1 hour. Its Speed is 0 and its fly speed is 30. It can't attack use or drop objects talk or cast spells. It can enter another creatures space and pass through small holes and cracks but can't pass through liquid. It is resistant to nonmagical damage has advantage on Strength Dexterity and Constitution saving throws and can't fall.

Hold Person

(2nd-Level; V, S, Concentration) One humanoid the ogre can see within 60 feet makes a DC 14 Wisdom saving throw. On a failure the target is paralyzed for 1 minute repeating the saving throw at the end of each of its turns ending the effect on a success.

Invisibility

(2nd-Level; V, S, Concentration) The ogre is invisible for 1 hour. The spell ends if the ogre attacks or casts a spell.

Iron Club

+7 to hit, reach 10 ft (3 m). Hit: 2d12+4 bludgeoning damage.

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage or 10 (1d12 + 4) bludgeoning damage in Small or Medium form. When the ogre hits or touches a target with its club it can end any spell on the target that was cast with a 3rd-level or lower spell slot.

Multiattack

The ogre makes two melee attacks.

Read Scroll

1/day

The ogre casts a spell from a magical scroll without expending the scrolls magic.

Bonus Actions

Shapeshift

The ogre changes its form into a Small or Medium humanoid, or back into its true form, which is a Large giant. Other than its size, its statistics are the same in each form. Its iron club, armor, and clothing change size with it. It reverts to its true form when it dies.

About Ogre Mage

Ogre Mage is a large giant with a Challenge Rating of 7. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 102 hit points (derived from 12d10+36).

Ogre Mage has communication capabilities including Common, Giant. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Ogre Mage

2 tips available

When using Ogre Mage in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.

Player Guide: Facing Ogre Mage

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 7.

Solo Encounter:

A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 5,600 XP
  • Hard: 8,400 XP
  • Deadly: 11,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Ogre Mage?
Ogre Mage has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
What type of creature is Ogre Mage?
Ogre Mage is a Large Giant, which affects how certain spells and abilities interact with it.
What languages does Ogre Mage speak?
Ogre Mage can communicate in Common, Giant.

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