This creature’s python-thick apish arms and stumpy legs conspire to drag its dirty knuckles through the wet grass and mud. It snarls as it charges, a sound the offspring of bear and man might make, showing flat black teeth well suited for grinding bones to paste.
Ogre (CR 3)
XP 800
CE Large Humanoid (Giant)
Init -1; Senses Darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 17, touch 8, flat-footed 17 (+4 armor, -1 dex, +5 natural, -1 size)
hp 30 (4d8+12)
Fort +6, Ref +0, Will +3
Resist Ice 5
Weakness Fire
OFFENSE
Speed 40 ft.
Melee Greatclub +7 (2d8+7)
Ranged Javelin +1 (1d8+5)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Perception +5
Languages Giant
SQ Ferocity
Gear cure potion, chain shirt, greatclub, javelins (3), 5d10 gil
SPECIAL ABILITIES
Ferocity (Ex)
An ogre is such a tenacious combatant that he continues to fight without penalty even while disabled or dying.