Carrying Ogres through to higher levels gives me some good random encounters without having to add cultures. In this case, I link the human crossbreed nature of ogres with lythancropy, not to grant transformation but to hideously mutate the creature.
This gives me a solid level five random encounter with a decent number encountered to make the battle challenging. From a setting perspective it gives weight to the HOP virus and the relationship between Ogres and Humans that I can explore more later.
Ogre mutate
Possessing human ancestry in their makeup, Ogres do not die when infected by the HOP virus, nor do they become lythancropes. Ogres infected with the HOP virus take on hideous mutations growing in size as their bodies warp under the influence of the virus. They move with a stooping gait using all four limbs like a gorilla. In combat they often gore their enemies with their boar-like tusks.
Ogre mutates take on the worst possible mental characteristics of their progenitors, combining dim witted intellect with a cantankerous and highly aggressive nature. Though it is not certain which ancestor in specific it gains this from. This makes them highly territorial and they often attack without hesitation.
Ogre Mutate (large giant humanoids)
Unlike humans infected by lycanthropy, Ogres gain no affinity to animals nor do they have the ability to transform into one. Instead their very physical form is warped and mutated by the infection exacerbating their already bestial features. They grow in both size and bulk with many random mutations warping their form including over-proportioned limbs, extensive fur and exaggerated porcine features. Towering at over 10 ft in height and weighing 1,500 lbs they are mountains of sinew and rage. Their tough hides and thick fur granting an +5 bonus to AC with many wearing animal hides as armor to make themselves look more fierce. Becoming easily enraged, they fight with a bonus of +2 to attack throws, and continue fighting until there are no more enemies or until they are killed.
While they are still able to wield a weapon like other ogres, they often favour their innate bestial gore attacks provided by their mutations. When wielding man-sized weapons they gain a +6 bonus to damage rolls due to their superior strength. Similar to other infected, they are immune to all attacks from normal weapons. They can be harmed by spells, silver, and enchanted weapons.
Many have other mutations such as additional limbs or body features abnormal to Ogres, though these often have no combat effect. Unique or distinct Ogre Mutates can be found in Lairs at the judge's discretion. These may have increased hit dice in addition to possessing unique mutations. For ideas consider using the Magic Mutation table on p.109 of the Player's Companion or the Abominable Mutation table on p.58 of The Sinister Stone Of Sakkara.
Wolfsbane is an effective ward against all lycanthropes, and if one is touched with it (whether thrown at it or otherwise hit with it), the lycanthrope must succeed in a saving throw versus Poison or flee out of fear.
The HOP virus: The human-ogre-porcine virus, commonly referred to as lycanthropy, is transmitted when a creature suffers the loss of 50% or more of his total hit points to an infected creature's claws or bite attack. The victim will transform over a period of 2d6 days where they will progressively show signs of infection and begin to take on secondary characteristics such as hair growth and tusks. Only humans or ogres may be infected. Demi-humans and other humanoids do contract the disease; they just die after 2d6 days. Lycanthropy may also be inherited. If one parent is infected, there is a 50% chance that the child will also be, with characteristics manifesting at puberty. If both parents are infected, the child has a 100% chance of infection. The HOP virus may be cured with the spell Cure Disease if cast before the virus has taken full hold. Inherited infection can never be cured. See Transformations in Chapter 10 of ACKs for additional information on handling lycanthropic characters.
Notes
I backflipped on this build a lot, starting with Dire Ogres, then not, then back. I chose to simplify them down to a simple infected build based on were-boars.
AC should be 5.6, Ogres have +3, Ogre twins +4, so this should be +5. By default they wear hide to give them the 6 naturally. Damage should be 2d8 for weapon, that’s +6.
I have found individual mutations can be a pain to manage as a Judge in my games so included it only as an option for more unique characters. Otherwise it just assumes the mutations factor into the stats.
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