The content of this article is fan made and not included in the Dragonlance canon.
- This article is about the bestiary version of the Igurna.. For (N)PC racial information on the Igurna, see Ogres of Adlatum.
This nine-foot-tall humanoid leers at you with obvious malice in its eyes. Its muscled body is clearly visible despite its blue-brown skin, and its weapon thumps in its hand menacingly.
Known as Igurna in their own tongue, noble ogres are powerful and broad-featured descendants of Krynn's original ogre stock. Noble ogres favor loose clothing and most avoid armor, since it can interfere with their spellcasting abilities.
Noble ogres speak Igurni and Common, and most know at least one or two additional languages.
3.5 Edition Statistics[]
Ogre, Noble (CR 5)[]
LE Large monstrous humanoid (ogre)
Init +4; Senses darkvision 60 ft., low-light
vision; Listen +4, Spot +4
AC 14, touch 9, flat-footed 14
(+5 natural, -1 size)
hp 30 (4d8+12)
Fort +4, Ref +4, Will +6
SR 15
Spd 40 ft.
Melee heavy mace +8 (2d6+5)
Ranged light crossbow +3 (2d6/19-20)
Space 10 ft.; Reach 10 ft.
Typical Sorcerer Spells Known (CL 4th)
2nd (4/day) - ghoul touch (DC 15)
1st (7/day) - cause feat (DC 14), mage armor, ray of enfeeblement
0 (6/day) - dancing lights, detect magic, disrupt undead, flare, ghost sound, mage hand, touch of fatigue
Str 21, Dex 10, Con 16, Int 14, Wis 14, Cha 17
Base Atk +4; Grp +13
Feats Eschew Components, Improved Initiative
Skills Bluff +10, Concentration +10, Intimidate +10, Listen +4, Spellcraft +9, Spot +4
Languages Common, Igurni
Skills A noble ogre has a +2 racial bonus on Listen and Spot checks.
Spells A noble ogre casts spells as a 4th-level sorcerer (sample spell list above). Most noble ogres prefer enchantment and necromancy spells.
Environment Cold mountains
Organization Solitary, pair, gang (2–5), hunting party (5–8 plus 3–6 dire wolves), or slaving party (5–8 plus one sorcerer of 3rd–5th level plus 5–10 ogres)
Treasure Standard
Advancement By character class
Level Adjustment +4
Combat[]
Noble ogres use their spells first when possible, softening up their targets from range or bolstering their own abilities before entering melee combat.
4th Edition Statistics[]
Level 8 Controller IgurnaXP 350 Large Natural Humanoid |
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Senses Perception: +6; low-light vision
Initiative: +4 AC 22; Fortitude 22, Reflex 19, Will 20 |
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Large Mace (Standard; at-will) - Weapon |
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Reach 2; +13 vs. AC; 1d10 + 5 damage |
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Ray of Enfeeblement (Standard; recharge 6) |
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Ranged 10; +12 vs. Will; target moves its speed away from the Igurna by the safest route possible, provoking opportunity attacks. |
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Ray of Frost (Standard; at-will) - Cold |
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Ranged 10; +12 vs. Fortitude; 1d6 + 3 cold damage and the target is slowed (save ends). |
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Language Common, Igurna
Alignment Evil
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Noble Ogre Lore[]
A character knows the following information with a
successful Nature check.
Nature DC 15: The Igurna are a very reclusive race
who rarely are even seen by those outside of Terragrym.
They have little care for events going on in the rest of the
world unless it impacts them directly. Many are trained
in how to ride strange creatures seen nowhere else on the
continent.
Nature DC 20: Those who travel to close to
Terragrym are often captured and never seen again. Only
the Teusten humans have been allowed to enter their
waters. Noble Ogres are often skilled in the languages of
those few foreigners they do interact with because they
do not believe any non-Igurna are worthy of hearing their
tongue.
Nature DC 30: Igurna are not the ugly creatures many
in the southern lands believe. They are in fact a strong yet
beautiful race perfectly combining muscle and grace. The
Noble Ogres of Terragrym are protective of their lands
because they have developed magics and other devices of
power that no other races have access to.
Noble Ogre Tactics[]
Noble ogres use their spells first when possible, softening up their targets from range or bolstering their own abilities before entering melee combat.
Template:Adlatum
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