b'Ogre Charger \n'b'  Family:   Ogre  \n'b'  Large   giant ,  chaotic evil  \n'b'  Armor Class  15  Hit Points  105 (10d10 + 50)  Speed  40 ft.\n'b' STATS STR: 22 (+6) DEX:  10 (+0)  CON:  20 (+5)  INT:  4 (-3)  WIS:  5 (-3)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Athletics  +9,  Intimidation  +1  Senses   darkvision  60 ft., passive  Perception  7  Languages  Common, Giant  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'\n'b'  Monumental Stupidity . The ogre charger has advantage on saving throws against being  charmed . \n'b'  Tough . The ogre charger adds its  Constitution  modifier to its armor class. \n'b'  Unstoppable . Once the ogre charger gets moving, it is difficult to stop. If it moves at least 20 feet on its turn, it can move through spaces occupied by Large or smaller creatures and smash through stone barriers up to 3 feet thick. \n'b'\n'b' Actions \n'b'\n'b'  Maul .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 19 (4d6 + 5) bludgeoning damage. \n'b'  Charge . The ogre charger moves up to 40 ft. in a straight line. All creatures in its path must make a DC 15  Dexterity  saving throw or DC 20  Strength  saving throw, taking 18 (3d8 + 5) bludgeoning damage on a failed save or half as much on a successful one. If a creature makes a successful  Strength  saving throw, the ogre charger stops moving in front of the creature. \n'b'\n'b' About \n'b' Chargers use the surprising turn of speed ogres can muster in combination with their huge size to smash through enemy defenses, and even structures.'