When I was young and foolish, I had ideas. Boss monster indeed, I thought. What if - what if! - ogres were more than just the half-witted and overgrown orcs they're usually taken as? They spend a great deal of time alone or in small groups - what do they do? Where do they come from? Who created them and why?
I didn't answer any of these questions, but I did concoct my own twisted B/X version of the Temple of Elemental Evil, from memory of a much-enjoyed game with friends and with liberal mixing from the mass-media dreck I had been consuming obsessively at the time. That's a long and not very relevant story save to say: rather than rather gates into the elemental planes (which didn't make much sense to us in that era of D&D) I took inspiration from module B4 - The Lost City, and (without offering any spoilers for those who have never played this excellent adventure) decided that the nodes of evil were Chaos temples - and at the heart of each were creatures that had achieved unprecedented convergence with their dark, unspeakable gods.
Et voila, some new ogres were born, ever so slightly more horrible than the original:
Grinder
|
Gulper
|
Whistler
|
|
AC
|
5
|
5
|
5
|
HD
|
4+1
|
4+1
|
4+1*
|
Move
|
90’(30’)
|
90’(30’)
|
90’(30’)
|
Attacks
|
2 claws(+bite)
|
1 weapon
|
1 weapon
|
Damage
|
1-6/1-6 (1-8)
|
By weapon+2
|
By weapon+2
|
No.
Appearing
|
1-4 (1-4)
|
1-4(1-4)
|
1-4(1-4)
|
Save
As
|
Fighter: 4
|
Fighter: 4
|
Fighter:4
|
Morale
|
10
|
10
|
10
|
Treasure
Type
|
(Sx10)
|
(Sx10)
|
(Sx10)
|
Alignment
|
Chaotic
|
Chaotic
|
Chaotic
|
XP
Value
|
175
|
175
|
225
|
Stitcher
|
Blister
|
Rotter
|
|
AC
|
5
|
5*
|
5**
|
HD
|
4+1
|
4+1
|
4+1
|
Move
|
90’(30’)
|
90’(30’)
|
90’(30’)
|
Attacks
|
See below
|
1 weapon
|
2 claws
|
Damage
|
See below
|
By weapon+2
|
1-6+2/1-6+2
|
No.
Appearing
|
1-4(1-4)
|
1-4(1-4)
|
1-4(1-4)
|
Save
As
|
Fighter: 4
|
Fighter: 4
|
Fighter: 4
|
Morale
|
10
|
10
|
10
|
Treasure
Type
|
(Sx10)
|
(Sx10)
|
(Sx10)
|
Alignment
|
Chaotic
|
Chaotic
|
Chaotic
|
XP
Value
|
175+25/arm
|
175
|
225
|
When ogre variants
are encountered, the number appearing represents the number of these mutants
who might be found among otherwise normal-seeming ogres, where they serve as a
(hopefully interesting, if unpleasant) surprise for cynical and world-weary
adventurers.
Grinder: At first glance, these creatures
appear to be fairly ordinary ogres, however those who look more closely may
note that they bear no weapons – and in fact their long, wiry arms end in
similarly long, hooked fingers that probably couldn’t grasp a weapon with any skill. No surprise, then, when
they discover the creature’s real mode
of attack. Each round a Grinder will
attack a target with its hooked claws, doing 1-6hp damage with each hit. Should both
claws hit, the beast will gather its victim into a deadly embrace, at which
time its true weapon will be revealed: a wide maw filled with chisel-like teeth
that have been filed down to points. The
Grinder will automatically deal 1-8hp damage to an embraced victim, and will
continue to hug (dealing no damage) and “grind” (dealing 1-8) until the victim
is dead or has escaped. Note that, due
to the “hook, hug, bite” mode of attack, the ogre’s traditional +2 to damage is
not applied. “Hugged” victims may
attempt to escape each round: 1d6-2 is rolled for the character, with STR bonus
applied, and the character escapes on a result of 6.
Gulper: There is something obviously “wrong”
with this ogre on first sight – while the limbs are as muscular and corded with
tendons as an ordinary ogre, the head of this beast is huge, with a wide mouth
that stretches almost to divide the head in half, and blends smoothly into the
shoulders and bulbous torso. The body
itself seems to ripple with excess flesh and odd, warty growths. It seems like an obese monstrosity of an
ogre, and rightly so. While the Gulper
is quite capable of fighting just as an ordinary ogre would, its favourite
tactic is less savory – within that enormous maw is a long, muscular, sticky tongue. When possible, the Gulper will fight from
behind a screen of his ordinary cousins or smaller allies such as orcs or
goblins – occasionally snapping out its
tongue up to 15’ to strike especially the smaller and weaker of its foes. If hit by the tongue, the target is
immediately dragged back through the battle lines to find themselves face to
face with the Gulper - targets larger than a dwarf may make a save vs wands at
-2 (STR bonus applies to this save instead of WIS) to resist. On a
hit roll of 20, even larger targets get no save, and dwarf-size or smaller
targets find themselves drawn into the maw and swallowed whole – where they
will take 1-6hp damage every round until cut from the creature’s belly. Gulpers seem to find halflings and
magic-users particularly tasty.
Whistler: Most adventurers have probably
been at risk of a Whistler attack without knowing it – for they are often the
source of a mysterious whistling sound in the deepest and darkest of caverns.
In addition to infravision, Whistlers have the uncanny ability to function even
completely blind – whether vision is obscured by magical darkness,
invisibility, smoke/fog, or any other effect – with their bat-like power of
echolocation. As a result, their
favourite tactic is to surprise victims in the dark, where they have a
significant advantage. This would
perhaps not be nearly as effective a tactic were it not for a supernatural
ability they have developed from long years in deep communion with the powers
of Chaos: each Whistler is able to create magical darkness as the spell once
per day. As Whistlers are intelligent
creatures, they will often coordinate their attacks with both other Whistlers
and more ordinary cousins, using darkness to surprise opponents and cloak their
attacks or to help their friends escape when overpowered. Whistlers will also work together to cover
larger areas with darkness, or to re-establish their advantage should their
darkness be dispelled.
Stitcher:
Stitcher lairs
are terrible places, filled with the remains of dismembered bodies and twisted
biological experiments – for this is the Stitcher’s special power: the ability
to take parts of the bodies of others and graft them to their own – or others’ –
bodies. The main body of a Stitcher
appears to be that of an ordinary ogre, and as such the Stitcher will usually
bear some kind of weapon which it will wield in combat dealing normal weapon
damage with a +2 bonus due to strength.
However, the hideous grafting power the Stitcher gains from his devotion
to unnatural Chaos gods means that each Stitcher will have an additional 1-6
limbs (or other appendages) taken from victims.
These appendages provide additional attacks in addition to their grotesque
appearance. Naturally, any appendage is
possible – but for convenience sake, for a sample of limbs, roll on the table
below:
Roll
|
Appendage
|
Damage
|
1
|
Weapon-wielding
humanoid arm
|
As weapon+2
|
2
|
Tentacle
|
Constrict
1-8/round
|
3
|
Giant scorpion
tail
|
1-4+poison (save
or die)
|
4
|
Giant crab pincer
|
2-12
|
5
|
Whole pit viper
|
1-4+poison (save
or die)
|
6
|
Manticore tail
(can shoot 4 spikes per round, 24 total)
|
1-6 each
|
7
|
Ghoul arm
|
1-3+paralysis
|
8
|
Weapon-wielding
humanoid arm
|
As weapon+2
|
The dimmer
Stitchers are likely to take the limbs of any especially powerful foe and add
it to their bodies immediately , but Stitchers can swop/replace limbs given 1-4
days for the necessary “surgery” and often maintain stocks of alternative limbs
in their lairs.
Rumour has it that
certain especially powerful Stitchers carefully curate their own collections
and the collections of their fellows for best effect, including “utility” limbs
as well as “fighting” limbs. At least
one such has managed to graft a pair of wings in addition to the usual 1-6 “fighting”
limbs. If a magic-user or cleric such as
a tribal shaman is available, it may be possible for a Stitcher to work with
him to develop arcane artificial limbs with entirely new abilities.
Blister: It is obvious at first glance
that the Fetid has something wrong with him – head, face, arms and shoulders,
chest, all are covered with a mass of growths that appear to be bubbles or
blisters, mottled in various colours. In
fact, this is an infection of subterranean fungus that spreads under the heavy
skin of the ogre, creating the hideous bubbling surface. In combat, whenever the Blister is hit some
of these growths burst, releasing a cloud of spores or drugged vapor. All those in melee with the beast must save
vs poison or suffer one of the following effects:
Roll
|
Emission
|
Effect
|
1
|
Spores
|
Grow blisters and
boils in 1-6 days. -1 DEX&CHA/week
|
2
|
Choke
|
Overcome by
coughing and sneezing for 1-6 rounds – no action possible
|
3
|
Stupor
|
Drugged stupor
for 1-6 rounds – character’s action is always last in round despite initiative,
no spellcasting, attacks at -2
|
4
|
Fear
|
Overcome by
terror, run in random direction 1-6 rounds
|
5
|
Hallucinate
|
Companions appear
hostile 1-6 rounds – attack closest
|
6
|
Blinding
|
Blinded for 1-6 rounds or until
eyes are washed with wine or similar. Attacks at -4
|
Note that in the
case of a character being infected with spores, the blisters will begin to appear
in a patch of exposed skin 1-6 days later, and from that point will continue to
spread until cured – eventually covering the victim’s upper body
completely. Sadly, a non-ogre body is
simply incapable of properly supporting the growths and the victim will begin
to suffer excruciating pain from the swollen flesh, in addition to gaining a
hideous appearance as the infection spreads week to week. These boils and blisters will emit spores
when disturbed by violent impacts (eg when being driven into the wilderness by
a mob of terrified villagers) but unless the infected character has a habit of
eating humanoid flesh (as ogres do) the only effect of the spores will be to
spread the infection to others. When DEX
reaches zero, the character will die, and if untended the body will quickly
dissolve into a mound of fungal fruiting bodies that bubbles and stinks at it
continues the fermentation of any organic matter that accumulates, but is
otherwise inoffensive.
Rotter: As with Blisters, it will
immediately be clear that there is something terribly wrong with a Rotter when
it appears – if nothing else, the sickly-sweet stench of rotting flesh that
fills any space containing a Rotter will be a sign of something amiss. Once again, the powerful metabolism of the
ogre comes into play – a Rotter cultivates an advanced state of decay in its
hands and forearms, especially prizing a variety of cave-grub that feasts on
the flesh of corpses. The Rotter uses this
rot to good effect in combat. First, the
hideous stench of rot is such that all characters entering melee with the
Rotter must save vs poison or be nauseated – nauseated characters suffer -2 to
attack rolls. In addition, the Rotter
will not use weapons, preferring to pummel opponents with its grub-infested,
rotting fists. Those struck must save vs
poison or be infected by rot and grubs – infected wounds fester, and the blight
will spread to any other wounds the character takes – this prevents all natural
healing and magical healing has only half the normal effect. Even if all damage is healed (i.e. the
character is returned to full hp) the grubs and rot will merely be encysted
within the characters flesh, unnoticed until the next time he or she is
wounded, at which time they will burst forth with a putrid reek with similar
effects. This lasts until magically
cured.
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