The Complete Book of Humanoids

Half-Ogre

A subrace of the Ogre. Every value below is this subrace's own, resolved — marked where it is the Ogre's unchanged.

← All races · Ogre

At a glance

Ability adjustmentsSTR +1, CON +1, INT -1, CHA -1own
Infravisionnoneas Ogre
Movementas Ogre
Languagesogre, orc, troll, stone giant, gnoll, commonas Ogre

Requirements

Ability rangeSTR 14-18, DEX 3-12, CON 14-19, INT 3-12, WIS 2-12, CHA 2-8

Abilities

Class access

MulticlassFighter/Shaman (Humanoid), Fighter/Clericown
Level limitsNot yet available in this app — the limits table is in the Dungeon Master's Guide. Ask your DM.

Kits

Notes

  • Gains 4 bonus at 1st .
  • Takes as a large creature.
  • An ogre shaman draws on the of combat, divination, healing, protection and sun. A shaman of good or is not required to sun spells.
  • A fighter/shaman ogre needs 9 or better.
  • Attacks gnomes at −4 and dwarves at −2.
  • A fighter/shaman or fighter/cleric half-ogre needs 9 or better.
  • A half-ogre PC nearly always speaks as a native tongue.
  • THE FIGHTER CAP IS CONDITIONAL. A single-classed half-ogre whose stands above the racial maximum gains Table 2 bonus — +1, +2 or +3 for one, two or three points over — and as a human crossbreed with as the prime requisite the larger parentheticals (+1/+4/+7) apply instead.
  • A half-ogre player should choose one monstrous trait that surfaces under stress.