The same wild frontiers that produce half-orcs from unions between tribes of human and orc barbarians also produce half-ogres. Ogres and humans fight in times of war and trade in times of peace. In peaceful times, ogres value humans’ intelligence and adaptability, while humans value ogres’ strength and toughness. Half-ogres inherit a blend of the physical characteristics of their parents. They may be found in either parent’s community (where their status varies according to local sentiment).

Personality: Half-ogres are generally low in intelligence but quick to anger. Where a half-orc understands alternatives to action, half-ogres do not. Successful half-ogres are those with enough self-control to live in a civilized land.

Half-ogres love simple pleasures such as feasting, drinking, boasting, wrestling, drumming, and wild dancing. While some claim to be able to sing, few other races would agree. A half-ogre is likely to assume that refined enjoyments such as poetry, courtly dancing, and philosophy are just tools for making fun of him.

Physical Description: Half-ogres are taller than humans or half-orcs, but not as tall as ogres. Adults are typically closer to the height and weight of an ogre than of a human. Their skin color ranges from dull yellow to dull brown. Their thick hides sport patches of dark, warty bumps, and their heads are topped by a mop of dark hair.

Relations: Because they are the offspring of giants, half-ogres have a rough time getting along with dwarves and gnomes. Of course, ogres are rarely on good terms with elves, humans, or halflings either. On the other hand, they understand the prejudice that half-orcs experience and relate well to them.

A half-ogre seeks a way to gain acceptance from those who hate or fear his ogre cousins. Most exploit their innate toughness so that others have no choice but to accept them, whether out of admiration or fear. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such displays are genuine).

Alignment: Half-ogres inherit a tendency toward chaos from their ogre parents, but, like their human parents, they favor neither good nor evil. Half-ogres raised among ogres and willing to live out their lives with them, however, tend toward evil.

Half-Ogre Lands: Half-ogres have no lands of their own, living among ogres or humans depending on their circumstances and the tolerance of the locals.

Religion: Like ogres, evil half-ogres worship Vaprak the Destroyer. The rapacious Vaprak is a chaotic evil deity of combat, destruction, aggression, frenzy, and greed. His domains include Chaos, Destruction, Evil, and War, and his favored weapon is the greatclub. Half-ogre barbarians and fighters revere him as a war god even if they are not evil themselves. Erythnul also numbers ogres and half-ogres among his followers. Worshipers of Vaprak or Erythnul who are tired of explaining themselves, or who don’t want to give other races yet another reason to distrust them, simply don’t make their religion public knowledge. Half-ogres who want to solidify their connection to their human heritage follow human deities, and they may be outspoken in their shows of piety.

Language: Giant, which has no alphabet of its own, uses Dwarven script on the rare occasions when an ogre needs to write something.

Names: A half-ogre typically chooses a name that helps him make a specific impression. If he wants to fit in among humans, he chooses a human name. If he wants to intimidate others, he chooses a guttural ogre name. A half-ogre raised entirely by humans has a human given name, but he might choose another name once he is away from his hometown. Some half-ogres, of course, are not quite bright enough to choose a name this carefully. Ogre names are similar enough to orc names that players may choose from the orc lists when making their characters.

Adventurers: Half-ogres living among humans are drawn almost invariably toward violent careers in which they can put their strength to good use. Frequently shunned from polite company, half-ogres find acceptance and friendship among adventurers, many of whom are fellow wanderers and outsiders.

Racial Traits

Half-Ogres have the following racial traits:

  • +6 Strength, –2 Dexterity, +2 Constitution, –2 Intelligence, –2 Charisma: Half-ogres are big, brawny creatures without a great deal of intelligence or couth.
  • Giant: Half-ogres are creatures with the giant type.
  • Large: As Large creatures, half-ogres take a –1 penalty to Armor Class and a –1 penalty on all attack rolls. They also have a reach of 10 feet.
  • Half-ogre base land speed is 30 feet.
  • Darkvision: Half-ogres can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-ogres can function just fine with no light at all.
  • Natural Armor: Half-ogres have +4 natural armor due to their tough, thick skin.
  • Automatic Languages: Giant and Common. Bonus Languages: Draconic, Gnoll, Goblin, Orc, and Abyssal. Smart half-ogres (who are rare) learn the languages of their allies or rivals.
  • Favored Class: Barbarian. A multiclass half-ogre’s barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.
  • Racial Classes: A half-ogre has 2 levels of their racial class. A half-ogre character receives the maximum hit points for his first racial Hit Die, and rolls his other racial Hit Die normally. He rolls all Hit Dice from class levels and does not automatically get maximum hit points on his first class level Hit Die.


Str Dex Con Int Wis Cha
+6 -2 +3 –2 0 -2


Starting Age Aging Effects
Adulthood Short Medium Long Middle Age Old Venerable Maximum
14 +1d4 +1d6 +2d6 30 45 60 +2d12

Height and Weight

Gender Base Height Height Mod Base Weight Weight Mod
Male 6' 10" +2d12 250 lb x3d8
Female 6' 5" +2d12 210 lb x3d8

Half-ogre Racial Class

The half-ogre is a good choice for a player who enjoys combat-oriented characters.

Beginning Racial Traits

  • Starting Ability Score Adjustments: +2 Str, -2 Dex, +2 Con, –2 Int, -2 Cha. Half-ogres are big, brawny creatures without a great deal of intelligence or couth.
  • Giant: Half-ogres are creatures with the giant type.
  • Medium Size: A 1st-level half-ogre character has no special bonuses or penalties due to his size.
  • A half-ogre’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Natural Armor: A half-ogre has a +1 natural armor bonus to Armor Class at 1st level.
  • Automatic Languages: Giant and Common.
  • Favored Class: Barbarian.

Racial Class Skills: The half-ogre's racial class skills (and the key ability for each skill) are Climb (Str), Listen (Wis), and Spot (Wis).

Weapon and Armor Proficiency: Half-ogre are proficient with all simple weapons and all types of clubs, but with no armor or shields.

Natural Armor: A half-ogre’s natural armor bonus improves to +3 at 2nd level and to +4 at 3rd level.

Large Size: At 2nd level, a half-ogre becomes Large, with a space of 10 feet and a reach of 10 feet. He gains a –1 penalty to AC, a –1 penalty on attack rolls, a –4 penalty on Hide checks, and a +4 bonus on grapple checks. His lifting and carrying limits become double those of a Medium humanoid.

Level Hit Dice Base Attack Fort Ref Will Skill Points Special
1st 1d8 +0 +2 +0 +0 (2 + Int mod)×4
2nd 2d8 +1 +3 +0 +0 2 + Int mod Str +2; Large size; Natural Armour +3
3rd 3d8 +2 +3 +1 +1 2 + Int mod Str +2; Con +1; Natural Armour +4
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License