Ogre Juggernaut

Level 2 Troop Harrier
Giant, Ogre EV 16
Stamina 80
Speed 6 Size 2 / Stability 2
Free Strike 5

Might

2

Agility

1

Reason

-1

Intuition

0

Presence

-1

Pitchfork Catapult 2d10 + 2

Charge, Melee, Strike, Weapon Signature Action
Melee 2 2 creatures or objects
≤11: 7 damage 12—16: 10 damage;
A<1 vertical push 3
17+: 13 damage;
A<2 vertical slide 5
1 Malice:

Each target is M<1 bleeding (save ends).

Earth Breaking Jump 2d10 + 2

Area, Melee, Weapon Action
3 burst All creatures in the burst
Effect:

The juggernaut jumps up to 6 squares before using this ability.

≤11: 4 damage 12—16: 6 damage;
push 2;
M<1 prone
17+: 9 damage;
push 4;
M<2 prone

Horrible Bellow (2 Malice) 2d10 + 2

Area Maneuver
3 burst All enemies in the burst
≤11: I<0 frightened (save ends) 12—16: I<1 frightened (save ends) 17+: I<2 frightened (save ends)
Effect:

All ogres have an edge on strikes against creatures frightened by this ability.

Hrraaaaaagh! (1 Malice)

Free Triggered Action
Self Self
The juggernaut takes damage.
Effect:

The juggernaut moves up to their speed and makes a free strike.

Destructive Path

The juggernaut automatically destroys unattended, mundane size 1 objects in their path during their movement. They can break through any mundane wall made of wood, stone, or a similarly sturdy material in this way, so long as the wall is no more than 1 square thick.

Defiant Anger

The juggernaut 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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