Ogre (CR 3)

Large Giant
Alignment: Usually chaotic evil
Initiative: -1 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +2, and Spot +2


AC: 16 (-1 size, -1 Dex, +5 natural, +3 hide), touch 8, flat-footed 16
Hit Dice: 4d8+11 (29 hp)
Fort +6, Ref +0, Will +1
Speed: 40 ft. (30 ft. with hide armor)
Space: 10 ft./10 ft.
Base Attack +3; Grapple +12
Attack: Greatclub +8 melee or javelin +1 ranged
Full Attack: Greatclub +8 melee or javelin +1 ranged
Damage: Greatclub 2d6+7; or javelin 2d6+5
Special Attacks/Actions: -
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Special Qualities:
Feats: Toughness; Weapon Focus (greatclub)
Skills: Climb +5, Listen +2, and Spot +2
Advancement: By character class
Climate/Terrain: Temperate hills
Organization: Solitary, pair, gang (2-5), or band (5-8)
Treasure: Standard

Source: Monster Manual

Combat

Ogres favor overwhelming odds, sneak attacks, and ambushes to a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.