Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Common, Giant
Environments
Traits
Aggressive
As a bonus action, the corrupted ogre chieftain can move up to its speed toward a hostile creature that it can see. Mutation. The corrupted ogre chieftain has one mutation from the list below:
Mutation
1 - Armored Hide: The corrupted ogre chieftain's skin is covered in dull, melted scales that give it resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
2 - Extra Arm: The corrupted ogre chieftain has a third arm growing from its chest. The corrupted ogre chieftain can make three melee attacks or two ranged attacks.
3 - Savant: The corrupted ogre chieftain's head is grossly enlarged. Increase its Charisma to 16. The corrupted ogre chieftain gains Innate Spellcasting (Psionics), and its innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components: At will: misty step, shield; 1/day each: dominate monster, levitate.
4 - Terrifying: The corrupted ogre chieftain's body is covered in horns, eyes, and fanged maws. Each creature of the corrupted ogre chieftain's choice that is within 60 feet of it and is aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ogre chieftain's Frightful Presence for the next 24 hours.
Actions
Greatclub
+8 to hit, reach 5 ft (1.5 m). Hit: 2d8 bludgeoning damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Javelin
+8 to hit, reach 5 ft (1.5 m). Hit: 2d6 piercing damage.
Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Multiattack
The corrupted ogre chieftain makes two melee attacks.
About Ogre Chieftain, Corrupted
Ogre Chieftain, Corrupted is a large giant with a Challenge Rating of 6. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 17 and possesses 127 hit points (derived from 15d10+45).
Ogre Chieftain, Corrupted has communication capabilities including Common, Giant. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Ogre Chieftain, Corrupted
2 tips available
GM Tips: Using Ogre Chieftain, Corrupted
When using Ogre Chieftain, Corrupted in your D&D 5e campaign, consider these tactical approaches:
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Significant Threat: Challenging for parties of levels 5-10
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Epic Potential: Consider legendary actions for memorable battles
Player Guide: Facing Ogre Chieftain, Corrupted
2 strategies available
Player Guide: Facing Ogre Chieftain, Corrupted
When your party encounters this creature, keep these strategies in mind:
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Significant Threat: Prepare spells and resources
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Team Coordination: Coordinate attacks and defenses
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 6.
Solo Encounter:
A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 4,200 XP
- Hard: 6,300 XP
- Deadly: 8,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Ogre Chieftain, Corrupted?
- Ogre Chieftain, Corrupted has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
- What type of creature is Ogre Chieftain, Corrupted?
- Ogre Chieftain, Corrupted is a Large Giant, which affects how certain spells and abilities interact with it.
- What languages does Ogre Chieftain, Corrupted speak?
- Ogre Chieftain, Corrupted can communicate in Common, Giant.
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