Ogre 2014
CR 2 giant
Large giant, chaotic evil
The ogre is resistant to the stunned condition, and it is vulnerable to the prone condition.
Actions
The ogre makes two Greatclub or Javelin attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage.
The ogre sweeps its weapon in a wide arc around it. Each creature within 10 feet of the ogre must make a DC 14 STR save. Small and smaller creatures have disadvantage on the save. On a failure, a creature takes 14 (4d6) bludgeoning damage, is pushed up to 10 feet away from the ogre, and is knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone.
Bonus Actions
The ogre takes the Dash action. If it moves, it can propel itself into one creature it can see along its path. The target must succeed on a DC 14 STR save or be knocked prone. This movement doesn't provoke opportunity attacks from a target that fails this save.
Other versions
Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details