Ogre Mage | CR 8 |
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Usually LE Large Giant Init +4; Senses darkvision 90 ft., low-light vision; Listen +10, Spot +10 Languages Giant, Common |
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AC 18, touch 9, flat-footed 18 hp 37 (5 HD); regeneration 5 SR 19 Fort +7, Ref +1, Will +3 |
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Speed 40 ft., fly 40 ft. (good) Melee Greatsword +7 (3d6+7/19-20) Ranged Longbow +2 (2d6/x3) Space 10 ft.; Reach 10 ft. Base Atk +3; Grp +12 Atk Options Combat Expertise Special Actions change shape Spell-like Abilities (CL 9): At will—darkness, invisibility 1/day—charm person (DC 14), cone of cold (DC 18), gaseous form, sleep (DC 14) The save DCs are Charisma-based |
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Abilities Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17 Feats Combat Expertise, Improved Initiative Skills Concentration +11, Listen +10, Spellcraft +10, Spot +10 Advancement By character class Level adjustment +7 |
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Flight (Su) An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.
Regeneration (Ex) Fire and acid deal normal damage to an ogre mage. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.
Change Shape (Su) An ogre mage can assume the form of any Small, Medium or Large humanoid or giant. |