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Ogre Warrior (BB)Creature 3

Source Pathfinder Beginner Box
Perception +5 (darkvision)
Languages none
Skills Athletics +12, Intimidation +9
Str +5, Dex -1, Con +4, Int -2, Wis +0, Cha -2

AC 17; Fort +11; Reflex +6; Will +5;
HP 50
Speed 25 feet

Greataxe One Action +12 (+7, +2) to hit (reach 10, sweep) 1d12+7 Piercing
Javelin One Action +6 (+1, -4) to hit (thrown 30) 1d6+7 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Ogres embody cruelty and brutish, amoral violence. Standing 10 feet tall and densely muscled, ogres are as strong as they are cruel. They typically enjoy remorseless violence in all of its forms. Although they prefer to vent their violent urges on smaller humanoids-the smaller, the better-ogres promise a horrifying fate for anyone unlucky enough to fall within their meaty grasp.

Always eager for mayhem and murder, ogre warriors are quick to turn on their kin when there's a shortage of smaller folk to torment, so those who lead ogres do their best to keep them constantly distracted with new opportunities for raids and ruin. An ogre's deficits in both patience and intelligence make them easy to trick, giving cunning captives many ways to get the better of them.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.