Violence is a way of life for ogres. Most of them learn the best ways to cause pain from their clans’ chiefs, who mete out beating for even the slightest infraction. They also lead a small group of ogres around them.
Ogre Chief (CR 7)
XP 3,200
Ogre Warrior 4
CE Large Humanoid (Giant)
Init +3; Senses Darkvision 60 ft., low-light vision; Perception +7
DEFENSE
AC 23, touch 8, flat-footed 22 (+9 armor, -1 dex, +1 shield, +5 natural, -1 size)
hp 76 (8 HD; 4d8+4d10+36)
Fort +12, Ref +1, Will +5
Resist Earth 5, Ice 10
Weakness Fire
OFFENSE
Speed 40 ft. (30 ft. in armor)
Melee Mwk Greatsword +16 (3d6+11/19-20) or Greatclub +15 (2d8+10)
Ranged Javelin +6 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks Overhand Chop +16 (3d6+19/19-20)
Special Abilities Martial Flexibility (5/day)
STATISTICS
Str 26, Dex 8, Con 19, Int 8, Wis 12, Cha 7
Base Atk +8; CMB +17; CMD 26
Feats Improved Initiative, Iron Will, Lunge, Power Attack
Skills Climb +10, Intimidate +3, Perception +7
Languages Giant
SQ Chosen Weapon +1 (Greatsword), Fighter Talent (Melee Defense, Melee Power)
Gear cure potions (2), hi-potion, bag of tricks (gray), full plate, greatclub, javelins (3), mwk greatsword, 40d10 gil
SPECIAL ABILITIES
Ferocity (Ex)
An ogre chief is such a tenacious combatant that he continues to fight without penalty even while disabled or dying.