Ogre Mage
Large Giant, (CR 7)Armor Class 16
Hit Points 102 (12d10+36)
Speed 30 ft., fly 30 ft.
18 (+4)
10 (+0)
16 (+3)
14 (+2)
12 (+1)
16 (+3)
Skills
Senses darkvision 60 ft., passive Perception 14
Languages Common, Giant
Challenge Rating 7
Actions
Multiattack.
The ogre makes two melee attacks.
Claw (Ogre Mage Form Only).
Melee Weapon Attack: +7 to hit reach 5 ft. one target. Hit: 11 (2d6 + 4) slashing damage.
Iron Club.
Melee Weapon Attack: +7 to hit reach 10 ft. one target. Hit: 17 (2d12 + 4) bludgeoning damage or 10 (1d12 + 4) bludgeoning damage in Small or Medium form. When the ogre hits or touches a target with its club it can end any spell on the target that was cast with a 3rd-level or lower spell slot.
Read Scroll (1/Day).
The ogre casts a spell from a magical scroll without expending the scrolls magic.
Darkness (2nd-Level; V, S, Concentration).
Magical darkness spreads from a point within 30 feet of the ogre filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it.
Hold Person (2nd-Level; V, S, Concentration).
One humanoid the ogre can see within 60 feet makes a DC 14 Wisdom saving throw. On a failure the target is paralyzed for 1 minute repeating the saving throw at the end of each of its turns ending the effect on a success.
Invisibility (2nd-Level; V, S, Concentration).
The ogre is invisible for 1 hour. The spell ends if the ogre attacks or casts a spell.
Gaseous Form (3rd-Level; V, S, Concentration).
The ogre and its gear becomes a hovering cloud of gas for 1 hour. Its Speed is 0 and its fly speed is 30. It can't attack use or drop objects talk or cast spells. It can enter another creatures space and pass through small holes and cracks but can't pass through liquid. It is resistant to nonmagical damage has advantage on Strength Dexterity and Constitution saving throws and can't fall.
Cone of Cold (5th-Level; V, S).
Frost blasts from the ogre in a 60-foot cone. Each creature in the area makes a DC 14 Constitution saving throw taking 36 (8d8) cold damage on a failure or half damage on a success.
sizeLarge
typeGiant
group
alignment
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunities
cr7
reactions
legendary_desc
legendary_actions
special_abilitiesname: Innate Spellcasting,desc: The ogres innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: darkness, invisibility, 1/day: charm person, cone of cold, gaseous form, hold person
spell_list
page_no348
document__license_urlhttp://open5e.com/legal
document__slugmenagerie
document__titleLevel Up Advanced 5e Monstrous Menagerie
document__urlhttps://www.levelup5e.com
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Level Up Advanced 5e Monstrous Menagerie, page no. 348