Large giant, lawful evil
- Armor Class
- 16 (chain mail)
- Hit Points
- 110 (13d10 + 39)
- Speed
- fly 30 ft., 30 ft.
- Challenge
- 7 (2,900 XP)
- Saving Throws
- Cha +5, Con +6, Dex +3, Wis +4
- Skills
- Arcana +5, Deception +8, Perception +4
- Senses
- darkvision 60 ft., passive Perception 14
- Languages
- Common, Giant
Traits
The ogre's weapon attacks are magical.
The ogre regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions
The ogre makes two attacks, either with its claws or its glaive.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.
The ogre magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the ogre dies, it reverts to its true form, and its glaive reverts to its normal size.
Spellcasting
The ogre's innate spellcasting ability is Charisma (spell save DC 13). The ogre can innately cast the following spells, requiring no material components: