Friday 14 February 2020

Ogre Twins

I have used this monster in my wider Shattered Vale setting and they would also fit the World Ship sub-setting. Ogres are the result of experiments cross breeding humans and boars. In the wider setting this also explains the presence of Wereboars and Ogre Mutates with the lycanthropy virus in this setting being a direct result of this experimentation. In the world ship the ogres could be a direct result of visitor experimentation, or maybe they have been on the ship for a lot longer? 

Either way Ogre Twins are a stable mutation of ogres with two heads (with magic thrown in as its a classic in other fantasy games I have played).

Ogre Twin (Large Humanoid)
% In Lair:
Dungeon Enc:
Wilderness Enc:
Treasure Type / XP:
50%
Single (1) / Cohort (1d3)
Single (1) / Cohort (1d3)
D / 980
Hit Dice:
Armor Class:
Save:
Special Def.:
6D+2**
4
F6
None
Movement:
Attacks:
Morale:
Special Off.: 
90’ (30’)
Large club (4+, 2d6 or weapon +4)
+3
Arcane Spellcaster, Two heads (unflappable casting and concentration)

Ogre twins are believed to be a stable mutation resulting from a parent infected but the human-ogre-porcine virus (HOP virus). The single distinguishing feature of an Ogre twin is its two heads, each with a different personality and at least one of which possesses great intellect. While having two different personalities and a tendency to talk to themselves the ogre twin is united in its will and mission. Most seek knowledge and power to advance their skills as spellcasters. Some bend their will towards dominating clans of ogres making mighty warlords. Ogre twins wear no armor, often wearing simple furs and hides but have an innately tough hide (AC 4). Like other ogres they fight with large clubs or axes and enjoy a +4 bonus to damage rolls due to their great strength and size.

Ogre twins are capable spellcasters and are able to cast spells as a 6th level Sorcerer. This permits them to cast the following number of spells each day: 2 first level, 2 second level and 2 third level. Ogre twins store their spells on rolls of animal hide with a common repertoire including the spells choking grip and read languages at first level; alter self and hypnotic pattern at second level; command person and haste at third level.

In the case of the ogre twins two heads are better than one. When they lose a spell by being interrupted or taking damage during the round they do not lose their action and may instead move and attack normally as the other head takes over. Also when concentrating on a spell they may move and attack normally while one head concentrates on the spell, though they may not cast spells as the spell casting head is otherwise occupied.

When encountered alone as a wandering monster there is a 50% chance they will have common ogres as bodyguards. In such circumstances they are escorted by a gang (1d6) normal ogres carrying the normal loot for wandering ogres (their pay). Some Ogre twins can fill the role of sub-chieftain or chieftain of Ogre lairs or villages.

More powerful Ogre twins have been known to exist with HD 8D+2 or higher with caster level likewise increasing to match their HD. Ogre twins over 9 HD can possess ritual magic as sorcerers in addition to the other abilities of a Sorcerer.

Additional detail
Weight: 800 stone
Normal Load: 26
Lifespan: 0/1.75/20/27/50/75/100/125
Value: 2,500
Supply cost: 6

Notes

A fairly basic build: Full caster **, Proficiency #, Concentration ##, round down to **

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