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Ogres Merrow Ogres Irda | ||||||||||||||||||||||||
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Ogre and Merrow Ogre, go to Gamers.com to see the D&D3e Ogre in their MM report. | ||||||||||||||||||||||||
Ogres, really big, ugly, greedy, tough giant humanoids. These creatures are found to be commonly raiding and pillaging with other creatures who share the same desires. They lust after gold, gems, etc. and some even crave the flesh of Humans, Elves or other humanoid races and call some "delicacies". Ogres use their size to bully other races but very few will be found leading armies of Orcs, Hobgoblins or Gnolls. Instead they make great heavy infantry is such armies. Ogre villages are tribal and headed by chieftains, who are the toughest and usually the cleverest of the tribe, achieving the position through combat, murder and or deception. These villages send out war parties to ambush travellers or caravans for goods. Ogres are seen by other races as pure evil, some though have lead a good life in contrast. These few are thought to be too stupid to know how to be evil. Merrow Ogres are an aquatic version of the Ogre, who live in fresh water alongside Sea Trolls (Scrags) most of the time or their own kind. They are just like they land based cousins, craving for treasure and some types of flesh. The few differences between them are noted below. The Ogres of Dragonlance are the same as the Ogre below. *Treat Merrow Ogre as Ogre unless otherwise written. |
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Physical: Height: 8'0" - 10'0"+ Weight: 300 lbs - 500 lbs Hair: black - blackish blue - brown - dark green Merrow: green sea weed-like Eyes: black - brown - green - red - blue Merrow: green with white center Skin: dull-yellow - black-brown - brown - dull purple Merrow: dull green, scale like, with lots of tattoos Lifespan: ~90 years Face and Reach: 5' x 5' / 10' Ogre: Large Giant Merrow: Large Giant (Aquatic) |
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Dungeons and Dragons 3rd Edition Ability Stat Modifiers: +10 Strength Bonus -2 Dexterity Penalty +4 Constitution Bonus -4 Intelligence Penalty (no lower than 3) -4 Charisma Penalty (no lower than 3) Racial Features: Natural AC: 14 (+5 natural - 1 size) Speed: 30' Merrow: 20' Swim 40' Spell Resistance: nil Save Bonuses: Fort +4 Ref +1 Will +1 Hit Dice: 4d8 + Con modifier x 4, then by class. Starting Level: Begin at character level 5 then add class . Advancement: By character class. - Base Attack +3. - Darkvision 60'. - -4 to hide due to being large. - +2 to Climb checks. Merrow: instead, +4 to Swim checks. - +2 Listen and +2 Spot. - Climb is always a class skill. Merrow: replace with swim. - Weapon Focus (any simple or martial weapon). - Merrow: 10% grow ivory horns; 2d6 + one half Str bonus.. Initial Languages: Giant and Common (if Int =10). Alignment: Usually Chaotic Evil. Favored Class: Barbarian. |
Advanced D&D 2nd Edition Ability Stats: Strength: 14/20 (+4 bonus) Dexterity: 3/10 Constitution: 10/20 (+2 bonus) Intelligence: 3/10 Merrow: 3/12 Wisdom: 3/12 Charisma: 3/12 Racial Features: - Natural AC: 5 Merrow: 4 - Movement Rate: 9 Merrow: 6 Sw 12 - Magical Resistance: nil - Known for strong odour - Receive +8 hitpoints at first level - Fists: 1d4/1d4 - Merrow: 10% grow Ivory horns; 2d6 Thieving Adjustments: Pick Pockets -20%, Open Locks -10%, Find and Remove Traps -5%, Move Silently -10%, Hide in Shadows -10%, Hear Noise +5%, Climb Walls +10%, Read Languages -20%, Back Protection -20% Merrow: as above except Hide in Shadows +5% |
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Half-Ogres Go to Hybrids section. |
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Dragonlance History : Ogres, firstborn |
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Krynn was first inhabited by the Dragons, the gods of evil and good's children. The Dragons did have Krynn to themselves for long...until the Gods began creating beings in their own image to live on Krynn (see a chronology of Krynn for more). The Gods of Good created Elves; which took the forests, the Gods of Neutrality created Humans; which called the plains home, the Gods of Evil created Ogres; who claimed the mountains (9000-8500PC). The Ogres quickly rose to power and greatness and enslaved the Humans. As this happens some humans are taken by Reorx, god of the Forge to learn the craft of smithing and metal working. The Elves find that their forests are teeming with Green Dragons. The Ogres were an exotically beautiful race, with much power innate to them. The Ogre Lord known as Igrane initiated the downfall of the Ogre race, after a human slave saved his daughter. Compassion sweep over Igrane in realization of his races' utter evil nature. He began freeing other human slaves, and was sentenced to death by his people. The humans helped Igrane escape the vengeance of his people. The Humans returned years later and attacked the Ogre civilization sending it into ruins in 6000-5000PC. The surviving Ogres were punished by Takhisis and made into massive grotesque beings of low intellect. Igrane and the few who followed him were pitied upon by Mishakal. Mishakal granted these good Ogres magical powers and restored their former beauty. Thus they became known as the Irda. Since the Irda lived all across Krynn, and their survival as a race was on the brink, a curse was placed on them to force them to mate. Presently the isle in which the Irda lived was devastated when they chose to open the Graygem, unknowingly releasing Chaos over Krynn. |
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Irda | ||||||||||||||||||||||||
Physical: Height: 5'2" - 6'7" Weight: 100 lbs - 180 lbs Hair: silver - black - green Eyes: silver Skin: blue Lifespan: ~500 Face and Reach: 5' x 5' / 5' Medium Sized Shapechanger |
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Dungeons and Dragons 3rd Edition Ability Stat Modifiers: +2 Dexterity Bonus -2 Constitution Penalty +4 Intelligence Bonus +2 Wisdom Bonus +2 Charisma Bonus Racial Features: Natural AC: 10 Speed: 30' Spell Resistance: 16 Save Bonuses: Fort +0 Ref +2 Will +4 Hit Dice: 3d8 + Con modifier x 3, then by class. Starting Level: Begin at character level 6 then add class . Advancement: By character class. - Base Attack +1. - Low Light Vision and Darkvision 60'. - Polymorph self at will (tiny to large only): as sorcerer equal to character level and sufferring no disorienitation. - Change self at will; as sorcerer equal to character level. - Charm person or animal at will; as sorcerer equal to character level. - Major Image once per day; as sorcerer equal ot character level. Initial Languages: Common and Draconic. Alignment: Always Chaotic Good. Favored Class: Sorcerer. |
Advanced D&D 2nd Edition Ability Stats: Strength: 12/18 Dexterity: 8/19 (+1 bonus) Constitution: 12/15 (-2 penalty) Intelligence: 5/20 (+2 bonus) Wisdom: 10/18 Charisma: 15/19 (+1 bonus) Racial Features: - Natural AC: 10 - Movement Rate: 12 - Magical Resistance: 70% Irda can change shape they therefore gain any physical traits that could be beneficial, such as flight, swimming, water breathing, etc. - polymorph: unlimited; takes 1rd, must rest for 5 rds, for 2rds after suffers -2 to all rolls - receives 1 additional spell at highest level of casting - seem to be able to cast charms and illusions (halucinatory terrain for instance) at will - Infravision 60' |
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