Ogre, Half (CR 1)
Alignment: Usually chaotic evil
Initiative: +0; Senses: darkvision 60 ft., Listen +2, and Spot +2
AC: 15 (+2 natural, +3 hide), touch 10, flat-footed 15
Hit Dice: 2d8+4 (13 hp)
Fort +5, Ref +0, Will +0
Speed: 30 ft. (20 ft. with hide armor)
Space: 5 ft./5 ft. (10 ft. with longspear)
Base Attack +1; Grapple -4
Attack: Greatsword +5 melee; or longspear +4 melee
Full Attack: Greatsword +5 melee; or longspear +4 melee
Damage: Greatsword 2d6+3; or longspear 1d8+3 melee
Special Attacks/Actions: -
Abilities: Str 17, Dex 10, Con 14, Int 9, Wis 10, Cha 9
Special Qualities: Ogre blood
Feats: Weapon Focus (greatsword)
Skills: Climb +2, Listen +2, and Spot +2
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (2-4), or band (5-8)
Half-ogres are often found with full-blooded ogres. If so, the half-ogre will most likely be leading the ogre party. The ogres fight more wisely when led by a half-ogre that concentrates assaults on characters it recognizes as spellcasters, and teaming up against skilled fighters. Ambushes are better planned and more carefully baited.
To earn command privileges, particularly when ogre leaders are present, a half-ogre must show quickness in battle and ferocity in combat. Half-ogres' usual weapon of choice is a greatsword, or a longspear. They sometimes employ longswords and large wooden shields.
Ogre Blood (Ex): For all special abilities and effects, a half-ogre is considered an ogre.