Violence is a way of life for ogres. These crazed brutes mete out beatings for even the slightest infraction.
Mad Ogre (CR 9)
XP 6,400
Ogre Berserker 6
CE Large Humanoid (Giant)
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +16
DEFENSE
AC 17, touch 8, flat-footed 15 (+4 armor, +2 dex, +1 deflection, +5 natural, -4 rage, -1 size)
hp 95 (HD 10; 4d8+6d10+44)
Fort +13, Ref +8, Will +4
Resist Earth 10, Ice 10
OFFENSE
Speed 40 ft.
Melee 2 +1 Greataxes +16/+16/+16/+11 (3d6+18/x3)
Ranged Javelin +10/+5 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks Frenzy (16 rounds/day), Rage powers (Powerful Stance, Renew Vigor)
STATISTICS
Str 31, Dex 15, Con 19, Int 6, Wis 12, Cha 5
Base Atk +9; CMB +20; CMD 32
Feats Alertness, Double Slice, Power Attack, Toughness, Two-Weapon Fighting, Weapon Focus (greataxe)
Skills Climb +16, Perception +16, Survival +9 (+12 track)
Languages Giant
SQ Ferocity, Ronso Grip, Track
Gear cure potions (3), hi-potion, chain shirt, 2 +1 greataxes, javelins (3), cloak of resistance +1, ring of protection +1, 7d10 gil
SPECIAL ABILITIES
Ferocity (Ex)
A mad ogre is such a tenacious combatant that he continues to fight without penalty even while disabled or dying.