Ogre Goon

Level 2 Troop Brute
Giant, Ogre EV 16
Stamina 100
Speed 5 Size 2 / Stability 4
Free Strike 5

Might

2

Agility

0

Reason

-1

Intuition

0

Presence

-1

Club Swing 2d10 + 2

Melee, Strike, Weapon Signature Action
Melee 2 2 creatures or objects
≤11: 7 damage;
push 2
12—16: 11 damage;
push 4
17+: 14 damage;
push 6;
prone
Effect:

This attack deals an additional 4 damage to each creature and object that takes damage from any force movement it causes.

Grabby Hand 2d10 + 2

Melee, Strike, Weapon Maneuver
Melee 1 1 creature or object
≤11: 7 damage 12—16: 11 damage;
grabbed
17+: 14 damage;
grabbed
Effect:

The goon can only have one target grabbed at a time.

1 Malice:

The target has a bane on escaping the grab while the goon crushes the target in their hand.

People Bowling (3 Malice) 2d10 + 2

Area, Melee, Weapon Maneuver
6 × 1 Line within 1 All creatures and objects
Special:

The goon must be grabbing a size-1 creature or object to use this maneuver.

Effect:

The goon hurls what’s in their hand down the line and rolls power. The hurled creature or object counts as a target and lands in the last square of the line (or nearest unoccupied square of the goon’s choice).

≤11: 5 damage 12—16: 9 damage 17+: 12 damage;
prone

Swat The Fly

Triggered Action
Melee 1 1 adjacent creature or object
The target moves or shifts away from the goon.
Effect:

Slide 5.

Defiant Anger

The goon has damage immunity 2 while they are winded.

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  1. Ogre Malice


    1. Shockwave

      3 Malice
      1. An ogre acting this turn jumps and lands on their rear, causing a 3 burst shockwave. Each size 1 creature in the affected area must make a Might or Agility test.

      2. ≤11: 5 damage;
        vertical push 3;
        prone
        12—16: 4 damage;
        vertical push 2
        17+: Push 1
    2. Bully

      5 Malice
      1. All ogres shift up to their speed and make a free strike. The ogres prefer to gang up on the same target rather than pick different targets, if they can.

    3. Rampage

      7 Malice
      1. Until the end of the round, each ogre has damage immunity 5 and deals an additional 5 damage with their strikes and abilities. While this feature is active, heroic abilities that target an ogre have their costs reduced by 1 (to a minimum of 1).

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