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Thirteenth Age Monster Creation

JohnBiles

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Empire-Minaria Relations

Geography dictates that Minaria would need to be somewhere west of the Empire. I don't think there's an official ruling on the scale of Minaria, but using 30 mile hexes pleases me because it matches the Greyhawk scale and Greyhawk and Minaria were both born in the 70s.

This makes Minaria about 900 miles north to south and 1000 miles west to east. You can put it straight west of the empire, beyond a region of wilderness, home to barbarians; I would suggest a steppe to fit in with Minaria's barbarians from the east being steppe nomad types. Such a steppe could keep contact minimal until the time of your campaign. Or perhaps there were past contacts but later developments, like the Cataclysm and various barbarian hordes cut contact. The Empire might expect to re-contact the Lloroi and be stunned they're gone.

Minaria's total history is only 1500 years of properly recorded history; the Empire may be faaaar older, depending on their history in your campaign.

(You could also put Minaria across the Iron Sea, cut off until now; Mivior might have been founded by refugees from the Empire.)

Minaria doesn't have the kind of portal network the Empire does, but you could put one from the Invisible School to Horizon, if you want to get right to having the PCs in Minaria instead of crossing the unmapped wilderness/ocean between them.

(Or you could just run 13th Age in Minaria, using the icons I suggested for it!)

Some Random Plot Ideas:
  • There's Only Room For ONE King of the Dead: The Black Hand was actually a student of the Lich King before he came out of the East. Now the Lich King has found him and decided his renegade student must go. (Or vice versa) A rare chance for PCs to get favors from the Lich King... by wiping out another evil threat. Or from the Black Hand.
  • Ghost Riders in the Sky: An Icon has found the secret of controlling the Ghost Riders and brought them to the Empire to wreck havoc. Heroes must cross the steppe, enter the ruins of Khos, find the secret, and return.
  • Dwarf Manner BATTLE: The Dwarves of the Empire have learned of the Dwarves of Ghem... and are hugely embarrassed by them. They send the PCs and other envoys in an effort to get the Dwarves of Ghem to stop being slobs.
  • New Ruins to Plunder: Minaria is riddled with dangerous but lootable ruins and battlefields. As long as you like undead, golems, ancient curses, angry Lloroi sorcerors you just woke from suspended animation... the usual.
  • You Loot With the Wolfheart: Juulute is hiring mercenaries from afar, knowing his barbarians alone are not enough. The PCs sign on to conquer part/all of Minaria!
  • High Druid's Shopping List: The High Druid wants various special animals and plants and sends the party to Minaria to collect them, from the dangerous diseased turnips grown and consumed by the Lepers, to the mysterious leeks of Zorn to the shining sunflowers grown among the Spires of the Sun.
  • When a Star Falls: A wizard in the Empire wants the special meteoric iron found around Parros in Rombune. The PCs are sent by gate to the Invisible School, but from there, must trek south to Parros, get the iron and get back to the Empire. A simple task... right?
  • Plinth Squad: If you go with the 'Minaria is across the Iron Sea, east of the Empire' route, perhaps the PCs get to ride on a special airship sent to carry something to set up a portal in Minaria, enabling contact. Sure, Hamahara wants it for his horde and is sending a dragon to steal it, and lots of other folks would like the secret of portal travel...



The Emerald Tablet: A Glitterhaegen Adventure Outline (Adventurer Tier)

This begins with the PCs noticing some people about to rob a merchant's stall; they chase the thieves until they defeat them, returning the goods.

Otto Praeger, the merchant, thanks them and tells them he had once known better days, until his magical record-keeping item, the Emerald Tablet, was stolen from him, when his caravan got hit by goblins on the way from Axis.

He promises an award if the PCs can track it down. They head into the wilderness and deal with hungry wolves, roving skeletons at night (once caravan guards, now a threat to safety of travellers), magpies who want to steal shinies and who mob anyone who fights back, and hunting spiders.

Swarm of Magpies
These relatives of ravens are about the size of a pigeon, like shiny objects and like to MOB PEOPLE. If you don't let them make off with shinies or get too close to a nest, they get violent.
2nd level spoiler [beast]
Initiative: +10

Multi-Bird Pecking ATTACK +7 vs. AC -- 5 damage and hampered (save ends)
16+: You drop whatever is in your left hand (or both hands if you're 2-handing it)​
20: If you're wearing a ring, bracelet, or necklace, they steal it, then will try to fly off.​
Swarm: +1 to hit per 9 HP remaining, rounded up.
Flight: They are swift, nimble, and coordinated.

AC 18
PD 16 HP 36
MD 12



They eventually track the goblins to their lair, recover the tablet (which is like a book with infinite pages, which can call up any page by verbal command) and other minor treasures and return to Otto.

Otto is, in fact, an agent of someone relevant to your campaign's plots, who wanted to see how reliable the PCs are. But they'll find that out another time...
 

JohnBiles

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The Awful Green Things From the Overworld

Some time ago, a star fell from the Overworld to the ground. Adventurers found a variety of green polished oval stones in the area and took them back to civilization... where they hatched and began eating people, then growing into adults who could eat people more effectively, then lay more eggs. Eventually, the whole town had to be torched, but some of the creatures escaped and every so often, there's an outbreak.

Egg Phase: Eggs influence humanoids to care for them, until they hatch and eat their caretakers. This works on NPCs exactly as well as you want it to; PCs are immune and possibly the last hope to stop these things. The eggs count as Level 1 Mooks, with AC 17/PD 17/MD 9, and 7 HP. They can't attack or do anything other than influence NPCs. Eggs hatch when dramatically appropriate

Baby Phase: They resemble oozes in this form, or giant bacteria, covered with cillae and having a big, obvious nucleus.

Awful Green Baby
They look like a dog-sized giant green amoeba.
1st level wrecker [ooze]
Initiative: +6
Vulnerability: Fire

Cling +6 vs. PD- 5 damage and cling (save ends). Cling lets it stick to a person, being moved when the person moves. Unlike a normal condition, however, the target can use a standard action to try to break free from it, which requires a DC 20 Strength check, if they choose, in addition to getting a save.
20: In addition to doing the normal critical hit, it eats enough flesh to grow to an adult. It does not heal but does gain 18 HP when this happens.​
Absorb +6 vs PD (vs a target it is clinging to) -- 8 acid damage and weakened (save ends)
Acidulous: It has Resist Acid 16+.

AC 17
PD 15 HP 27
MD 11

Adult Phase:
The adult phase runs around eating people and laying eggs. They should be counted as large creatures for designing battles because they are two-phase creatures, splitting into remnants when 'slain'.

Awful Green Thing From the Overworld
Take a giant green head which is just an eyeball and a mouth with sharp teeth, then give it two legs. Make it slightly taller than a human. Then make it want to eat people.
3rd level spoiler [ooze]
Initiative: +8
Vulnerability: Fire

Head Bash +8 vs. AC- 10 damage and dazed (save ends)
16+: Target is weakened (save ends) instead.​
Bite +8 vs PD (vs a dazed or weakened target) -- 10 acid damage and 10 ongoing acid damage (save ends)
Bursting: If reduced to 0 by something other than fire, they burst into four remnants.
Acidulous: It has Resist Acid 16+.

AC 19
PD 17 HP 45
MD 13

Awful Remnant

Remnants resemble baby AGTFO, but are more deformed.
3rd level mook [ooze]
Initiative: +8
Vulnerability: Fire

Collide With Foe +8 vs. AC- 6 damage and dazed (save ends)
16+: Target is weakened (save ends) instead.​
20: On a critical hit, it heals equal to the damage it inflicts and turns back into an Adult Awful Green Thing.​
Mobber: +1 to hit per Awful Green Thing creature attacking the target.
Acidulous: It has Resist Acid 16+.

AC 19
PD 17 HP 11
MD 13
 

JohnBiles

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I feel like each batch encountered should have a randomly determined weakness.
I had totally forgotten about weapon testing!

Optional Historical Accuracy Rule:

Each batch of Awful Green Things responds differently to different forms of attack. Batch = group descended from a common ancestor. So if an adult lays an egg in battle due to a 20 or splits into remnants, which then grow into adults, each has the same weakness. Unless you and your players enjoy rolling a lot and surprises, you should probably roll once for a given infestation.

Each time a new damage type (this includes weapon damage) is inflicted, roll on the table below, rerolling if you get a unique result.
  • 1-12: Normal Damage
  • 13-14: Weakness
  • 15-16: Resist 16+ against that kind of damage, 12+ if it is weapon damage.
  • 17: Immune!. The AGT can only have one immunity
  • 18: MAKE MY MONSTER GROW: It jumps up one age step, or lays a clutch of four eggs which hatch into babies when the Escalation die reaches four if it is an adult. The AGT can only have one damage type reaction of this type.
  • 19: This damage type inflicts the confused (save ends) condition. The AGT can only have one damage type reaction of this type.
  • 20: The AGT *shrinks*, dropping down one age level. Eggs simply crumble to dust. Remnants turn into eggs. The AGT can only have one damage type reaction of this type.

I'll talk about the Znutar, the aliens, and their stuff next time.
 

JohnBiles

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The Znutar

The star that fell to Earth was the Znutar, a vessel used by the United Alliance of Space Friends, Its crew picked up the AGT on another planet in the Overworld, then were overwhelmed by the creatures and crashed to Earth. Its crew died (though if you want aliens in your Empire, here is your chance!), but some of its items survived:

Cannister of Acid: This is a metal cannister about the size of a mug, with strange runes on it. This is a one-shot weapon; it can be hurled at a nearby target and attacks everyone in the same melee: Adventurer: +7 vs PD -- 3d10 acid damage, Champion Tier: +11 vs PD -- 6d10 acid damage, Epic Tier -- +14 vs PD -- 9d10 acid damage.

Cannister of Explosions: This is a metal cannister about the size of a beer barr, with strange runes on it. This is a one-shot weapon; it can be hurled at a nearby target and attacks everyone in the same melee: Adventurer: +7 vs PD -- 3d10 fire damage, Champion Tier: +11 vs PD -- 6d10 fire damage, Epic Tier -- +14 vs PD -- 9d10 fire damage.

Cannister of Nourishing Goo: This is a metal cannister about the size of a mug, with strange runes on it. Inside it is a nourishing pudding which can be eaten with a spoon; this gives you enough food and drink to sustain you for twenty-four hours. If thrown at an Awful Green Thing while intact, the AGT eats it and suffers poison damage. Adventurer: +7 vs PD -- 3d10 poison damage, Champion Tier: +11 vs PD -- 6d10 poison damage, Epic Tier -- +14 vs PD -- 9d10 poison damage.

Cannister of Sleep Gas: This is a metal cannister about the size of a mug, with strange runes on it. This is a one-shot weapon; it can be hurled at a nearby target and attacks everyone in the same melee: Adventurer: +7 vs PD -- 3d10 poison damage, Champion Tier: +11 vs PD -- 6d10 poison damage, Epic Tier -- +14 vs PD -- 9d10 poison damage. However, this damage cannot actually kill someone; if reduced to 0, you just pass out.

Dagger of Injection: This is a glass cannister with a long metal needle on one end; you stick the needle in and push the top of the cannister to inject poison into someone. Treat this as a Martial Melee Weapon which does poison damage and adds +1 to hit and damage per tier. Amplify Poison: This uses your move action. Your next attack with the weapon does +1d6/+2d6/+4d6 poison damage, depending on the tier. Quirk: You think you are a doctor who knows how to treat the sick.

Dagger of Vibrations: This looks like a normal dagger, but if you push the gem in the hilt, it begins to vibrate quickly for a short time. Treat this as a Martial Melee Weapon which does normal damage and adds +1 to hit and damage per tier. Vibrate: This uses your move action. Your next attack with the weapon does +1d6/+2d6/+4d6 thunder damage, depending on the tier. Quirk: You feel compelled to sing Good Vibrations every time you use this thing.

The Fence of Camp Defense: This item can be deployed around a camp for a typical party; it can be charged with electricity; anything trying to cross the fence is attacked by it, with a strength dependent on its owner's level: Adventurer Tier: +7 vs PD - 7 lightning damage and 5 ongoing lightning damage (save ends). Champion Tier: +11 vs PD - 21 lightning damage and 10 ongoing lightning damage (save ends). Epic Tier: +14 vs PD - 50 lightning damage and 15 ongoing lightning damage (save ends). Refresh: It takes an eight hour rest to recharge from eight hours of use. Quirk: You feel a strange attraction to light sources.

Staff of Pushing: This is a long wooden staff which tapers slightly towards a narrower end; that end is capped with a strange white material and is slightly padded. Treat this as a Martial Melee Weapon which does normal damage and adds +1 to hit and damage per tier. Amplify Flame: This uses your move action. Adventurer Tier: Your next attack with the weapon causes the target to pop free. Champion Tier: Your next attack with the weapon causes the target to pop free and be knocked to faraway range. Epic Tier: Your next attack with the weapon does +2d6 damage, causes the target to pop free, and they are knocked to faraway. Quirk: You can't resist a challenge to a game of pool as long as it is safe to do so. (Ie, you won't abandon a battle to play pool, but if you're in a pool hall, you can't resist, until you get tired.)

Wand of Flame: This is a metal wand, L-shaped with the short end functioning as a hand grip. Treat this as a Martial Melee Weapon which does fire damage and adds +1 to hit and damage per tier. Amplify Flame: This uses your move action. Your next attack with the weapon does +1d6/+2d6/+4d6 fire damage, depending on the tier. Quirk: You are fascinated by flame.

Wand of Flame Suppressing: This is a hollow rod attached to a hose which attaches to a cannister worn on your back. It holds ten charges of fire-suppressing goo; by using a move action, you can hose down a ten foot radius around yourself, putting out any fires. Once out of charges, an alchemist will be needed to make more goo. Creatures literally made out of fire get hurt as if you had hit them with a Cannister of Sleep Gas; unlike that item, however, this damage can kill them. The creature must be made of fire; something like a red dragon will merely be annoyed you coated them with fire-suppressing goo. Anyone covered in goo gains Resist Flame 16+, which degrades to 12+ after the first attack which hits them but is resisted and then burns off entirely on the second.

Wand of Sonics: This is a metal wand, L-shaped with the short end functioning as a hand grip. The end of it is a bowl with a small conical spike in the middle. Treat this as a Martial Ranged crossbow which does sonic damage and adds +1 to hit and damage per tier. Amplify Sound: This uses your move action. Your next attack with the weapon does +1d6/+2d6/+4d6 sound damage, depending on the tier. Project Voice: You can set this weapon to simply project your voice loudly, but harmlessly. People up to a mile away can hear you. Quirk: You feel compelled to always shout loudly when speaking, using the device to help you.

Wand of Stunning: Treat this as a Martial Ranged Crossbow which adds +1 to hit and damage per tier and inflicts radiant damage instead of normal damage. It is a single hand weapon. Stunning Power: This uses your move action. At Adventurer Tier, you inflict dazed (save ends) on your next attack. At Champion tier, you inflict weakened (save ends) on your next attack. At Epic Tier, you inflict +2d6 radiant damage and weakened (save ends) on your next attack. Quirk: Instead of a normal quirk, this weapon cannot be used to actually kill someone; the damage will always fall short of death.


Author's Note: This post and the previous come from Awful Green Things From Outer Space, a game published in Dragon where the crew of the Znutar battles the AGT; all the items here are potential weapons in the game you have to test to see what they do tot he AGT, like cannisters of food or a stun pistol.
 

RobertEdwards

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Great idea tying the eggs hatching to the escalation die. Didn't AGTs grow further after they hatch? From one stage to another?
 

JohnBiles

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I find this incredibly hideous, so I am going to riff off some of the articles in the issue.

Inns and Taverns of the Empire

With a well-developed trade network and a lot of caravan travel, the empire has a large network of taverns and inns for the enjoyment of locals and the comfort of travelers. Here are some examples:

The Thief's Demise: In Glitterhaegen, some wealthy travelers want to see the wild side of town. The lucky ones get sent here, where a large body of people are paid to fake it being a dive bar of thieves and scum; drinks are overpriced but that helps fund what is basically a criminal activities LARP. The prostitutes are real. The Thieves' Guild is paid off to stay away.

Dragon's Den: This building is a coffee shop (floor one), bookstore (floor two), and restaurant (floor 3), run by a brass dragon named Amylar, and his Draconic followers. Amylar loves to gossip with people and discuss books; he usually knows much of what's going down in the city. He has a house band on the third floor, who mostly play mood music but sometimes do patriotic tunes in times of war. He is known to have a mild feud with the bookstore owner in the Kerendan Embassy.


Forty Acres: This bar is over a century old and no one in Glitterhaegen is entirely sure what the name means; it's well known that forty acres is about what one person can farm with a pair of oxen and some hand tools, but if the bar has a theme, it's 'random shit the patrons abandoned here' decorating the walls. In addition to serving ale, beer, and overpriced wine, it doubles as a pawn shop. Several staff members make sure the things on the wall don't get stolen by the real thieves who come here to wheel, deal, fence goods, and pawn things.

The Kerendan Embassy: Ages ago, this Glitterhaegen Inn was a consulate for a country known as Kerendas, which may or may not even exist any more. There's been no contact in centuries. It's been a church, a market, an inn, a brothel, another inn, another church, a ghoul-infested ruins, and a bookstore. But now it's an inn again, and a high class one, with a nice central garden, four-star dining, and large, comfortable suites. And a small bookstore whose owner seems determined to *never sell any books*. Despite having a large selection of rare, valuable books. There's some kind of leasing issue, apparently the man has a 399 year lease with 228 years left on it. But otherwise, it's a *great* inn.

The Emperor Slept Herein: It's true, Emperor Ivan IV slept in this inn over 20 times, while carrying on an extramarital affair. That was a long time ago, but this inn keeps being rebuilt every time Axis gets sacked. It's a National Historical Landmark now, which means that if it gets destroyed, the Empire rebuilds it. It aims at mid-tier travellers, who want to imagine the Emperor slept in the same bed they slept in (the actual bed was destroyed by the Emperor's wife setting it on fire long ago), and offers the usual amenities: magical climate control, nice soft beds, a decent breakfast, and your choice of two decent dinners for only two gold a day.

The Blue Inn: This entire inn is blue and everything in it which is not alive is blue. The owners compensate with lots of plants. It's not clear what went wrong twenty years ago, though the rumor is that it had to do with a gladiatorial bet. The inn caters to those coming to see arena fights and is near most of the arenas. Rates are reasonable and you need to eat your meals quickly, before they turn blue. There is an attached kitchen which is not under the curse. If you pay extra, you can eat in the kitchen and have normal looking food guaranteed.

The Old Forge: The Old Forge is a blacksmith shop turned into a tavern. The food is simple and the clientele working class, and after ten years, it still smells of metal and sulpher, but it has a clientele who loves it. A great place to meet craftsfolk in Axis, especially smiths.

The Blue's Bite: The Blue's Bite is a wine bar in Drakkenhall, mostly patronized by Draconics and Hobgoblins. Their crab soup is incredible and the wine selection is very good, especially if you have draconic tastebuds. Those looking to meet with people in what passes for government in the city should meet them here for a good time. There is music and dancing from eight to midnight each night; sometimes there is music during the day. Warning: Strangers can expect to be gouged on the prices.

We Won't Eat You: The ogres who run this inn really won't eat you but aren't very good at diplomacy or advertising. They cater to travelers, cheaply. You get a rough, lumpy bed, potato soup up to three times a day, with lamb added if you want it, and a lock on on the door. But you're safe here, because if anyone attacks their guests, the ogres WILL eat the intruders. Well worth the cost.

The Khan's Palace: Not even close to the level of a Hobgoblin Khan, but it is a decent place to stay with nice beds, beautiful landscape tapestries in the Hobgoblin style, and a lot of dead animal bits. Trophies, mostly bones and stuffed animals. If you want to eat, dog, cat, goat, or mutton, this is your place to go. Reasonable rates and strong security as long as you haven't pissed off any hobgoblins. A bard sings lays of the glories of Hobgoblins past during the dinner and lunch hours.

The House of Novelty: This is a tavern/restaurant in Newport; the menu changes twice a year and never goes back to older offerings. It mostly aims at middling to wealthy locals and is clean and safe and really doesn't want adventurers in it... but since they have money, it gets a lot of them.

The Amazing Fundo's House of Magic: A tavern with a nightly magic show by a real wizard... but 90% of his magic is elaborate stage magic. The Amazing Fundo tried adventuring, then said 'too dangerous'. It squarely caters to artisans who love trying to figure out how he did it. Once a week, he lets people try out their own tricks on the audience. Rates are reasonable and 90% of the menu is various kinds of stew. There is always a 'magically time travelling dish' which is something the House of Novelty used to have but moved on from. This has led to a feud between the two.

Gregor's House of Fish: Oddly, this is an inn, though it does serve various fish dishes every day on a weekly and seasonal rotation. The dining area has two walls which are giant aquariums, one with saltwater and one with fresh fish. The saltwater aquarium contains a handful of glowing magical rainbow fish, who light the entire dining area at night. The rooms are decent but it's the tanks which are the big draws. The three nicest rooms each have a tank of fresh or saltwater fish, unique to that room.

99 Jars: During the fifth age, Bungo Hillshire killed one of the most skilled and subtle Illithid infiltrators of the surface world as it was returning to the Underdark, it's head full of priceless knowledge that would never reach the Elder Brains. Bungo put its head in a jar. Halflings sing a song today about Bungo, though it is a variant of 99 bottles of beer on the wall, where it's 99 Illithid brains on the wall. And it counts up. In Horizon, there is a bar (99 Jars) with 99 Illithid brains on the wall, but probably none of them are the one the Illithids want and most of them are probably fake. It is run by Lobdellia Hillshire, who claims to be descended from Bungo. If you want Halfling moonshine, this is the place to go.

Seawall: This inn has magical windows which let you see under the ocean, namely under the Midland Sea. The inn itself is one one of the floating islands and is run by wizards. It is priced for the well-off, especially wizards. If you want to eat something you see, they can catch it for you and cook it to order.

Rat Soup Tavern: This is a dive bar for sailors, prostitutes, and the down-on-their-luck. And pirates. It's down in the dock area of Horizon. You'd never guess you were in Horizon, though; there is no magic, just mundane food. They don't serve real rats, but they have a strange dish where they take a big meaty tuna and carve it into fake rats, covered with shredded cabbage. This comes with an onion and potato soup. Most days, there is a brawl, if that's what you want. Every so often, stupid tourists come here and die and it gets shut down but that never lasts long. The staff claims the Archmage comes once a month in disguise to get rat soup but this is almost certainly a lie.

The House of Prayer: Run by a holy order, this place is very, very quiet and orderly. The beds are clean but kind of hard, the food is good quality but more about keeping you alive than satisfying you, and there are never riots. There is prayer four times a day and a small chapel if you follow their faith. Longterm visitors can use the lending library. They would prefer not to have adventurers, but sometimes their god tells them to let them in. Those who call trouble discover the Ladies of Perpetual Peace also train in unarmed combat two hours a day.

The Crusader's Rest: This inn in Santa Cora is intended to recruit people to the Crusader's Crusade. Crusader agents stay free, enjoying decent but not great lodgings; the good rooms are intended to impress would-be recruits. The recruiters tend to be... aggressive.

Ascolais Dawn: In another Age, nobles who failed to overthrow the Emperor fled to another land named Ascolais; later, some fled back to the Empire when they lost out in intrigues there; for reasons unclear to outsiders, they settled in Santa Cora. This bar is home to Ascolais exiles, who dress like seventeenth century France, a bunch of drunk, useless fops who are in theory nobles but in practice desperate for money, sex, and wine. If you want to play Five Card Dance, Buy the Card, or Sudden Trump, this is the place to go. Or if you want to say you slept with a nobleman. Or you like good wine. Or you're a government spy, which are oddly common here.
 

JohnBiles

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With him in it?
Most likely, yes!

Half-Ogres

In the Seventh Age, the House of Balthazarum decided it was a good idea to breed with ogres in order to become bigger and stronger. Ever since, there have been half-ogres in the Empire. Half-Ogres are about seven feet tall and look like someone with real world gigantism (such as Andre the Giant or the guy who played Jaws in the Bond movies).

+2 Str or +2 Con

Racial Power: Big Shove
Once a battle, you can use a quick action to shove a foe away from you; treat this as a punching attack against PD which also causes the target to pop free.
Champion Feat: The target is knocked to faraway on a successful hit and this attack gains +4 to hit.​

Half-Ogre Mercenary
Ages ago, your ancestors were noble. You just need to make a living and your strength makes you a pretty strong fighter!
3rd level troop [humanoid]
Initiative: +7

Two-Handed Sword +7 vs. AC—10 damage
Miss: The target is dazed (save ends)​
Pusher: Once a battle, as a quick action, the Half-Ogre Mercenary can make a Big Shove attack.
Big Shove +7 vs PD -- 6 damage and the target pops free from the HOM.​

AC 19
PD 17 HP 50
MD 13


Half-Ogre Expert Mercenary

Ages ago, your ancestors were noble. You just need to make a living and your strength makes you a pretty strong fighter!
7th level troop [humanoid]
Initiative: +11

Two-Handed Sword +12 vs. AC—25 damage
Miss: The target is dazed (save ends). Once per battle, you can activate Comeback Strike.
Comeback Strike +10 vs AC -- 25 damage​
Counter-Attack: Once a battle, when a foe misses you, you can make an opportunity attack on them, adding the Escalation Die.
Pusher: Once a battle, as a quick action, the Half-Ogre Mercenary can make a Big Shove attack.
Big Shove +16 vs PD -- 12 damage and the target pops free from the HOM and is knocked to faraway.

AC 23
PD 21 HP 108
MD 17



Half-Ogre Barbarian

Ages ago, your ancestors were noble. Now your family lives in the wilderness, an honorable and mighty nation. Time to burn down the Empire who exiled you.
3rd level wrecker [humanoid]
Initiative: +7

Two-Handed Sword +8 vs. AC—10 damage and 5 ongoing damage (save ends)
Miss: 5 damage​
Pusher: Once a battle, as a quick action, the Half-Ogre Mercenary can make a Big Shove attack.
Big Shove +8 vs PD -- 10 damage and the target pops free from the HOM.

AC 20
PD 18 HP 50
MD 11

Half-Ogre Junior Barbarian

Ages ago, your ancestors were noble. Now your family lives in the wilderness, an honorable and mighty nation. Time to burn down the Empire who exiled you. You're a young warrior, just starting out.
3rd level mook [humanoid]
Initiative: +7

Two-Handed Sword +8 vs. AC—6 damage
Miss: 3 damage​
Pusher: Once a battle, as a quick action, the Half-Ogre Mercenary can make a Big Shove attack.
Big Shove +8 vs PD -- 4 damage and the target pops free from the HOM.​

AC 20
PD 18 HP 11
MD 11
Mook:
Kill one Half-Ogre Junior Barbarian for every 11 damage you deal to the mob.

Half-Ogre Thug
Ages ago, your ancestors were noble. Now you work for a syndicate, scaring people and breaking arms.
3rd level spoiler [humanoid]
Initiative: +8

Cudgel +8 vs. AC—10 damage
If the target is weakened: Target is vulnerable (save ends)​
C: Terrify +8 vs MD (1 target within nearby) --10 psychic damage and weakened (save ends)
Pusher: Once a battle, as a quick action, the Half-Ogre Thug can make a Big Shove attack.
Big Shove +8 vs PD -- 6 damage and the target pops free from the HOM.​

AC 19
PD 14 HP 45
MD 16

Half-Ogre Bodyguard

Your ancestors were nobles; now you guard nobles and merchants. But it's a living and you can feel proud of what you do.
3rd level blocker [humanoid]
Initiative: +6

Warhammer +6 vs. AC—10 damage and the target pops free
16+: The target ends up engaged with an ally of your choice within nearby range.​
Bodyguard: Once a round, when an ally within nearby is attacked, the HOB pops free and moves to become the target of the attack. This is a reaction action.
Hard to Escape: Attempts to disengage from him suffer a -5 penalty.
Pusher: Once a battle, as a quick action, the Half-Ogre Thug can make a Big Shove attack.
Big Shove +6 vs PD -- 6 damage and the target pops free from the HOM.​

AC 21
PD 16 HP 50
MD 18
 
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