Ogre Howdah
Large giant- Challenge
- STR
- 4
- DEX
- −1
- CON
- 3
- INT
- −3
- WIS
- −2
- CHA
- −2
- Fort
- +4
- Ref
- +2
- Will
- −2
Howdah. The ogre howdah carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 1 meter of the ogre howdah, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre howdah dies, creatures in the fort are placed in unoccupied spaces within 1 meter of the ogre howdah.
Maneuvers. The ogre howdah uses maneuvers (maneuver save Difficulty 14). It has 5 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: block blow, debilitating crush, disorient, hammer spin, hammer through, hammering blow, knockback, shield bash, spring attack
Actions (1)
Mace. Melee Weapon Attack: +5 to hit. Hit: 11 (2d6 + 4) bludgeoning damage, or 13 (2d8 + 4) bludgeoning damage if used with two hands.
Club. Melee Weapon Attack: +5 to hit. Hit: 9 (2d4 + 4) bludgeoning damage.
Maneuvers
As a reaction, which you use when you or a creature that you can see within 1 meter of you is hit by an attack or missed by 4 or less that you can see, you can block the blow with your shield or weapon. Roll a d3 and add the result to your Defense or an adjacent ally’s Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.
As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to debilitate the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn..
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.
1 minute/stamina die
As an action, make a weapon attack to disorient the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.
Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.
As an action, make a weapon attack with a melee weapon that you wield in two hands that deals bludgeoning damage and then spin your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes bludgeoning damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes bludgeoning damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Treat the target’s soak as being 2 less than normal.
Enhance
You can increase the damage and ignore an additional Soak for each additional stamina die expended.
Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.
As an action, make a weapon attack to knock the creature back.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.
As an action, make a weapon attack and simultaneously bash a creature within 1 meter with your shield. The creature must make a Reflex saving throw.
On a failure, it takes bludgeoning damage equal to the stamina die and can’t take reactions until the end of its next turn. If the creature is your size or smaller, you can push the target up to 1 meter away from you or push it to the side.
On a success, it takes half as much damage.
Enhance
You can increase the damage, target a creature of a larger size, and push the creature an additional meter for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.