b'Great Ogre \n'b'  Large   giant  (ogre),  chaotic evil  \n'b'  Armor Class  10 (leather)  Hit Points  73 (7d10 + 35)  Speed  40 ft.\n'b' STATS STR: 20 (+5) DEX:  8 (-1)  CON:  20 (+5)  INT:  5 (-3)  WIS:  7 (-2)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Senses   darkvision  60 ft., passive  Perception  8  Languages  Common (understands but doesn\xe2\x80\x99t speak), Giant  Challenge  4 (1,100 XP) \n'b' ACTIONS \n'b'\n'b'  Tree Swipe .  Melee Weapon Attack : +7 to hit, reach 10 ft., up to two adjacent targets.  Hit : 18 (3d8 + 5) bludgeoning damage. The great  ogre  sweeps its tree-club in a wide arc, hitting up to two creatures that are within 5ft. of each other. \n'b'  Rock .  Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 30/120 ft., one target.  Hit : 12 (2d6 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Ogres stand over ten feet fall, with broad shoulders, and hugely muscular bodies layered with dense fat. They bear curiously similar features to dwarves, and some scholars believe they may be distantly related with some shared heritage in Azoth\xe2\x80\x99s long history. \n'b' Were it not for their lack of foresight and planning, the ogre might be the most dominant creature on Azoth. Their immense size, strength, and tendency to travel in groups create a formidable force, even if taken by surprise. \n'b' Ogres live in roaming communities, utilizing their size and numbers to ward off dangers. While it might seem strange that such a formidable creature needs numbers to keep their predators at bay, their general lack of cleverness means that they are quite easily tricked and captured. \n'b' Despite their profound lack of subtlety they aren\xe2\x80\x99t to be written off as unthreatening. Ogres know their own weaknesses quite well and are smart enough to only pick fights they can win. It\xe2\x80\x99s not uncommon to see remote towns tested by probing attacks from ogres who are sizing up their future victims, and their chances of victory. In battle ogres are quite fond of working together and will quickly abandon a fight if it isn\xe2\x80\x99t going their way. \n'b' Great Ogres \n'b' What the great  ogre  lacks in intelligence they make up for in strength and resilience over their more common brethren. They wield a club made from a small tree ripped out of the ground, and carry a collection of large rocks in a deer hide tied to their waist. The great ogre is often the head of a wandering troupe of ogres, and rarely travels without a few of them in tow.'