OGRE MAGE (Japanese Ogre) (Oriental Ogre) <[Lesser Spirit]>

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Monster Manual - - - AD&&D

FREQUENCY: Very rare ([Cold Wilderness Mountains], [Cold Wilderness Swamp])
FREQUENCY: Very rare ([Temperate Wilderness Mountains], [Temperate Wilderness Swamp])
FREQUENCY: Very rare ([Tropical Wilderness Mountains], [Tropical Wilderness Swamp])
FREQUENCY: Very rare ([Dungeon Level VI])

NO. APPEARING: 1-6
ARMOR CLASS: 4
MOVE: 9"/15"
HIT DICE: 5+2
% IN LAIR: 35% (1 Ogre Mage: mountains, TPL24:4th, REF3.6)
TREASURE TYPE: [G] (magic), [R], [S]
NO. OF ATTACKS: 1 ~ 15
DAMAGE/ATTACK: 1-12
SPECIAL ATTACKS: Magic & spell use
SPECIAL DEFENSES: Regeneration
STRENGTH: 22
INTELLIGENCE: Average to exceptional
ALIGNMENT: Lawful evil
SIZE: L (10.5' tall)
LEVEL/X.P. VALUE: VI | 900 + 6
    <MONSTER: Ogre Mage
    CHANGES IN MONSTER: +1 hit, +1 to +3 damage
    SUGGESTED NEW XP: 900 + 6/hp

    MONSTER: Ogre Mage
    CHANGES IN MONSTER: +2 hit, +3 damage
    SUGGESTED NEW XP: 900 + 6/hp

    MONSTER: Ogre Mage
    CHANGES IN MONSTER: +2 hit, +4 damage
    SUGGESTED NEW XP: 1000 + 6/hp

    MONSTER: Ogre Mage
    CHANGES IN MONSTER: +2 hit, +5 damage
    SUGGESTED NEW XP: 1075 + 6/hp

    MONSTER: Ogre Mage, exceptional
    CHANGES IN MONSTER: +3 hit, +6 damage
    SUGGESTED NEW XP: 1150 + 7/hp

    MONSTER: Ogre Mage, exceptional
    CHANGES IN MONSTER: +3 hit, +7 damage
    SUGGESTED NEW XP: 1225 + 7/hp

    MONSTER: Ogre Mage, exceptional
    CHANGES IN MONSTER: +3 hit, +8 damage
    SUGGESTED NEW XP: 1300 + 7/hp

    MONSTER: Ogre Mage, chief
    CHANGES IN MONSTER: +4 hit, +9 damage
    SUGGESTED NEW XP:1450 + 8/hp>

OGRE MAGI (Chieftan)
ARMOR CLASS: 4
HIT DICE: 5 + 2 + 2 die
NO. OF ATTACKS: 1 ~ 12
DAMAGE/ATTACK: 3-14
SPECIAL ATTACKS: Magic & spell use
SPECIAL DEFENSES: Regeneration
INTELLIGENCE: Average to exceptional
SIZE: L
LEVEL/X.P. VALUE: VI | 1300 + 10

<RACE/TYPE: Ogre Magi, normal
PHYSICAL STRENGTH: 18 - 18.99
BONUS TO HIT: +1 / +2
BONUS TO DAMAGE: +2 / +5
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Ogre Magi, exceptional
PHYSICAL STRENGTH: 18.00 - 20
BONUS TO HIT: +3
BONUS TO DAMAGE: +6 / +8
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Ogre Magi, chief
PHYSICAL STRENGTH: 21
BONUS TO HIT: +4
BONUS TO DAMAGE: +9
DAMAGE BASE WITHOUT BONUS: by weapon

These creatures use a combination spear/halberd
weapon of huge proportion that does a base 1-12 damage. They can
fight as Monks; if you really want to get complex, their skills would be
as follows: Normal Ogre Magi 5 attacks in 4 rounds for 2-7 damage
per open-hand attack; Exceptional 3 attacks in 2 rounds for 3-9
damage per open-hand attack; Chief 2 attacks per round for 3-12
damage per open-hand attack. Obviously, Strength bonuses to hit and
damage do not apply to open-hand attacks. Ogre Magi gain no other
Monk abilities, of course.>

Japanese ogres, ogre magi, are not as rare elsewhere as they are in this
part of the world. They normally seek uninhabited places in which to lair
-- typically in a fortified dwelling or some secure cavern complex below
ground. From this location, the ogre magi will foray to capture treasure
and humans for slaves and food.

If encountered in their lair, the ogre magi will always have a chief of great
strength (+2 on each hit die, attacking and saving as a 9 hit dice monster)
in addition to the others of his kind indicated by the die roll. There will be
2-12 slaves/prisoners in the lair.

Ogre magi are able to perform the following feats of magic:
fly (for 12 turns), become invisible, cause darkness in a 1" radius, polymorph to
human (or similar bipedal humanoid form from 4' to 12' size) form, and
regenerate 1 hit point per melee round (lost members must be reattached
to regenerate). Once per day they can also do any of the following:
charm person, sleep, assume gaseous form <smoky form?>, and create a ray of cold the same
dimensions as that of a cold wand which does 8 -- 8-sided dice of damage
(unless the appropriate save is made).

Japanese ogres speak their own language, that of normal ogres, the
common tongue, and their alignment tongue.

Description: Ogre magi have light blue, light green, or pale brown skins.
Their hair is typically of an opposite and darker color (blue-green, green-
blue), except that brown skinned ogre magi have dark yellow hair. Their
nails are black, and their teeth && tusks are very white. Horns are ivory
colored. Their eyes are dark pupiled with white centers. Their apparel is
typically colored in patterns familiar to their homeland.


Whether you reference the OD&D cold wand (6"L x 3"D cone) or the AD&D wand of frost (6"L x 2"D cone), the ogre magi's "cold ray" is cone-shaped. - DMPrata, DF