not so New Races

Half-Ogres

Children of ogres and humans, half-ogres often embody the best and worst of both lineages. Larger than men and menacing to other Medium humanoids, they are feared and distrusted even when they seek honest lives. Their ogre blood grants them terrifying strength, but also stunts their wits.

Physical Description

Half-ogres typically stand between 7 and 8 feet tall, with broad, brutish builds. Their features reflect their monstrous heritage — jutting jaws, small eyes, and heavy brows that make them appear perpetually angry. Skin tones range from pallid gray to earthy brown, they have coarse hair, and many have different-sized eyes, feet, hands, or ears, adding to their monstrous appearance.

Society

Most half-ogres live at the bottom of both human and ogre society. Among ogres, they are used as food or slaves or both; among humans, they are distrusted for their monstrous looks and size. As a result, half-ogres form small bands, serve as mercenaries, or wander as loners. Their culture is one of survival and intimidation, but those who strive for more become warriors to prove their worth, even becoming leaders among ogres, if they survive.

Relations

Humans, gnomes, halflings, elves, and dwarves fear half-ogres, while half-elves openly despise them. Half-orcs, however, respect their strength and tend to sympathize with their struggles, seeing in them the same constant battle for belonging.

Alignment & Religion

Most half-ogres lean toward chaotic alignments, following impulses rather than laws, but not all are evil. Their survival often depends on selfishness and violence, but some embrace neutrality or even chaotic good in rare cases. Deities of strength, war, and destruction — such as Gorum or Rovagug — attract many half-ogres, though some seek redemption under Cayden Cailean or Desna.

Adventurers

The life of an adventurer offers half-ogres what few societies can: freedom, coin, and the chance to prove themselves. They excel as barbarians and fighters, smashing through foes with brute force. Less often, their raw might carries them into martial prestige classes, though their lack of discipline hinders success in more subtle roles.

Names

Half-ogre names among ogres are rarely kind — most are insults or reminders of their low status, such as Slave, Dog, Worm, or Winter Snack. Among humans, names are usually tied to size, deeds, or appearance, such as Tiny Thom, Braswell’s Big Un, Rolin Rock Breaker, Granny’s Guard, or Baal Big-Eye. Many half-ogres adopt nicknames given by others, especially among humans, whether meant as insults or badges of honor, and often wear them with pride.

Half-Ogre Racial Traits

+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Half-ogres are immensely strong but slow-witted, stubborn, and uncouth.
Medium: Half-ogres are Medium creatures and have no bonuses or penalties due to size.
Normal Speed: Half-ogres have a base speed of 30 feet.
Darkvision: Half-ogres can see in the dark up to 60 feet.
Powerful Build (Ex): Half-ogres are treated as one size category larger whenever it is advantageous (such as for combat maneuvers, weapon size, and carrying capacity). They do not gain the space or reach of a Large creature.
Languages: Half-ogres begin play speaking Common and Giant. Half-ogres with high Intelligence scores can choose from the following languages: Goblin, Gnoll, Orc, Undercommon.

Favored Class Options

The following options are available to all half-ogres who have the listed favored class.

  • Barbarian: Add +1/3 to the half-ogre’s damage reduction.

  • Fighter: Add +1 to the half-ogre’s CMD when resisting bull rush and trip attempts.

Half-Ogre Feats

Too Stupid to Die [Racial]
Prerequisite: Half-Ogre, Int ≤ 6 or Wis ≤ 6 (alternatively Int ≤ 8 and Wis ≤ 8), Con 13+
Benefit: When reduced to 0 or fewer hit points, you remain conscious and continue fighting as if disabled. You never fall unconscious from hit point loss. You still die when your hit points reach a negative number equal to your Constitution score.

Too Dumb to Run Away [Racial]
Prerequisite: Half-Ogre, Int ≤ 6 or Wis ≤ 6 (alternatively Int ≤ 8 and Wis ≤ 8), Con 13+
Benefit:

  • When shaken, you gain a +2 bonus on attack rolls against the source of the fear instead of taking a –2 penalty.

  • When frightened, you must move to engage and attack the source of your fear each round if possible.

  • When panicked, you drop held items but must attack the source of your fear if it is within reach (even unarmed, provoking attacks of opportunity as normal). If not within reach, you flee as normal.

Too Ugly to Charm [Racial]
Prerequisite: Half-Ogre, Cha ≤ 6; or Cha, Int, and Wis all ≤ 8
Benefit: When you fail a saving throw against a charm effect, you do not become friendly or follow commands. Instead, you immediately attempt to grapple the caster, treating them as your “closest companion,” referring to them as “George.” This grapple provokes attacks of opportunity if you are not trained. While grappling, you refuse to follow the caster’s instructions.