ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 0 int_mod: 0 str_mod: 7 wis_mod: 1 ac: 25 ac_special: null automatic_abilities: null description: In ogre society, might makes more than right—it makes the rules. The strongest or most violent ogre in a family (in most cases, this is the same ogre) is invariably that family's boss. Quick to hook fallen foes on their weapons, even other ogres fear the repercussions of displeasing an ogre boss. When an ogre boss barks out commands, the other members of the family move quickly to obey. divine_spells: null hp: 130 immunities: null innate_spells: null items: null languages: - Common - Jotun level: 7 melee: - action_cost: One Action damage: formula: 1d10+11 type: piercing name: ogre hook to_hit: 19 traits: - deadly 1d10 - reach 10 feet - trip name: Ogre Boss perception: 12 proactive_abilities: - action_cost: One Action description: The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn, but can use the extra action only to Step or Stride. name: Bellowing Command traits: - auditory - fear - linguistic - description: The ogre boss makes an ogre hook Strike against the creature they tripped. name: Sweeping Hook traits: null ranged: - action_cost: One Action damage: formula: 1d6+11 type: piercing name: javelin to_hit: 12 traits: - thrown 30 feet resistances: null saves: fort: 17 ref: 12 will: 15 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 16 Intimidation: 16 Stealth: 11 skills_special: null speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Giant - Humanoid type: Creature