THE SHARED REFERENCE Adventurer

Monster

Ogre Channeler

Outside your table’s allowed sources

Official reference · PSZ · 2014

Creature type
Giant
Size
Large
Armor class
16 (chain mail)
Hit points
110 (13d10 + 39)
Speed
Walk 30 ft., Fly 30 ft.
Challenge rating
7
Alignment
Lawful Evil
Strength
19
Dexterity
11
Constitution
16
Intelligence
14
Wisdom
12
Charisma
15
Passive Perception
14
Saving Throws
dex: +3; con: +6; wis: +4; cha: +5
Skills
arcana: +5; deception: +8; perception: +4
Senses
darkvision 60 ft.
Languages
Common, Giant

Traits

Magic Weapons

The ogre's weapon attacks are magical.

Regeneration

The ogre regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack

The ogre makes two attacks, either with its claws or its glaive.

Claw (Oni Form Only)

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Glaive

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.

Change Shape

The ogre magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the ogre dies, it reverts to its true form, and its glaive reverts to its normal size.

Innate Spellcasting

The ogre's innate spellcasting ability is Charisma (spell save DC 13). The ogre can innately cast the following spells, requiring no material components:

At will: darkness, invisibility

1/day each: charm person, cone of cold, gaseous form, sleep

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