Grazzt
Demon Lord
OGRE’MOCH (Prince of Evil Earth Creatures)
Gargantuan Elemental (Earth)
Hit Dice: 38d8+228 (399 hp)
Initiative: +4 (Improved Initiative)
Speed: 20 ft
AC: 31 (-4 size, +25 natural)
Attacks: Slam +38/+33/+28/+23 melee
Damage: Slam 2d12+19
Face/Reach: 20 ft by 20 ft/20 ft
Special Attacks: Spell-like abilities, earth mastery, push, summon earth creatures
Special Qualities: Damage reduction 15/+3, SR 20, elemental, resistances
Saves: Fort +27, Ref +12, Will +16
Abilities: Str 37, Dex 10, Con 23, Int 20, Wis 18, Cha 18
Skills: Concentration +18, Intimidate +19, Knowledge (the planes) +12, Listen +29, Spot +29
Feats: Blind-Fight, Cleave, Combat Casting, Empower Spell, Expertise, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Maximize Spell, Power Attack, Sunder, Weapon Focus (slam)
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (Ogrèmoch plus 1d4 Huge earth elementals, 1d4 evil elder xorn, or 1d4 umber hulks)
Challenge Rating: 17
Treasure: Double standard
Alignment: Always neutral evil
Advancement: —
Ogrèmoch looks like an unfinished bipedal humanoid standing about 32 feet tall. His eyes are deep, inset, and dark and his mouth is the same. He has no apparent nose or ears. Ogrèmoch’s arms end in unfinished hands and his legs end in unfinished feet. He makes his lair in a great flat-topped mountain on the Plane of Earth.
COMBAT
Ogrèmoch attacks with his slam and spell-like abilities. If he becomes bored with combat or combat goes against him, he uses his summoning ability to call earth creatures to his aid.
Spell-Like Abilities: 3/day—flesh to stone, move earth, and wall of stone (20 hp per inch of thickness); 1/day—earthquake. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level).
Earth Mastery (Ex): Ogrèmoch gains a +1 attack and damage bonus if both he and his foe touch the ground. If an opponent is airborne or waterborne, he suffers a –4 penalty to attack and damage. (These modifiers are not included in the stat block.)
Push (Ex): Ogrèmoch can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to his opposed Strength checks.
Summon Earth Creatures (Sp): Once per day, Ogrèmoch can automatically summon 2d4 Medium-size or smaller earth elementals, 1d3 Large or Huge earth elementals, or 1d4 average or elder xorn (of evil alignment).
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Resistances (Ex): Ogrèmoch has fire resistance 20 and acid, cold, and electricity resistance 5.
Gargantuan Elemental (Earth)
Hit Dice: 38d8+228 (399 hp)
Initiative: +4 (Improved Initiative)
Speed: 20 ft
AC: 31 (-4 size, +25 natural)
Attacks: Slam +38/+33/+28/+23 melee
Damage: Slam 2d12+19
Face/Reach: 20 ft by 20 ft/20 ft
Special Attacks: Spell-like abilities, earth mastery, push, summon earth creatures
Special Qualities: Damage reduction 15/+3, SR 20, elemental, resistances
Saves: Fort +27, Ref +12, Will +16
Abilities: Str 37, Dex 10, Con 23, Int 20, Wis 18, Cha 18
Skills: Concentration +18, Intimidate +19, Knowledge (the planes) +12, Listen +29, Spot +29
Feats: Blind-Fight, Cleave, Combat Casting, Empower Spell, Expertise, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Maximize Spell, Power Attack, Sunder, Weapon Focus (slam)
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (Ogrèmoch plus 1d4 Huge earth elementals, 1d4 evil elder xorn, or 1d4 umber hulks)
Challenge Rating: 17
Treasure: Double standard
Alignment: Always neutral evil
Advancement: —
Ogrèmoch looks like an unfinished bipedal humanoid standing about 32 feet tall. His eyes are deep, inset, and dark and his mouth is the same. He has no apparent nose or ears. Ogrèmoch’s arms end in unfinished hands and his legs end in unfinished feet. He makes his lair in a great flat-topped mountain on the Plane of Earth.
COMBAT
Ogrèmoch attacks with his slam and spell-like abilities. If he becomes bored with combat or combat goes against him, he uses his summoning ability to call earth creatures to his aid.
Spell-Like Abilities: 3/day—flesh to stone, move earth, and wall of stone (20 hp per inch of thickness); 1/day—earthquake. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level).
Earth Mastery (Ex): Ogrèmoch gains a +1 attack and damage bonus if both he and his foe touch the ground. If an opponent is airborne or waterborne, he suffers a –4 penalty to attack and damage. (These modifiers are not included in the stat block.)
Push (Ex): Ogrèmoch can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to his opposed Strength checks.
Summon Earth Creatures (Sp): Once per day, Ogrèmoch can automatically summon 2d4 Medium-size or smaller earth elementals, 1d3 Large or Huge earth elementals, or 1d4 average or elder xorn (of evil alignment).
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Resistances (Ex): Ogrèmoch has fire resistance 20 and acid, cold, and electricity resistance 5.
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