Jergmo
2009-09-19, 04:15 PM
I came up with these changes via a comparison to an Efreeti (also CR 8) and reading more into the folklore of Oni. Please let me know what you think.
Ogre Mage
Size/Type: Large Outsider (Native)
Hit Dice: 7d8+21 (52 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 19 (-1 size, +6 natural, +4 masterwork chain shirt)
Base Attack/Grapple: +7/+16
Attack: Large masterwork morningstar +12 melee (2d6+5) or slam +12 melee (1d4+5)
Full Attack: Large masterwork morningstar +12 melee (2d6+5) or 2 slams +12 melee (1d4+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., low-light vision, regeneration 5, spell resistance 21, Immunity to cold or fire, vulnerability to cold or fire
Saves: Fort +8, Ref +5, Will +7
Abilities: Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17
Skills: Bluff +13, Concentration +13, Diplomacy +13, Intimidate +13, Knowledge (any two) +12, Listen +12, Sense Motive +12, Spellcraft +12, Spot +12
Feats: Combat Expertise, Improved Initiative, Quicken Spell-Like Ability (scorching/chilling ray)
Environment: Cold or Warm Hills
Organization: Solitary
Challenge Rating: 8
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: —
Blue Ogre Magi have Cold abilities, and Red Ogre Magi have Fire abilities, respectively.
Spell-Like Abilities
At will—scorching/chilling ray (1 ray only); 3/day—charm person (DC 14), contagion (DC 17), invisibility; 1/day—cone of cold/fire (DC 18), gaseous form. Caster level 9th. The save DC's are Charisma-based.
Ogre Mage
Size/Type: Large Outsider (Native)
Hit Dice: 7d8+21 (52 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 19 (-1 size, +6 natural, +4 masterwork chain shirt)
Base Attack/Grapple: +7/+16
Attack: Large masterwork morningstar +12 melee (2d6+5) or slam +12 melee (1d4+5)
Full Attack: Large masterwork morningstar +12 melee (2d6+5) or 2 slams +12 melee (1d4+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., low-light vision, regeneration 5, spell resistance 21, Immunity to cold or fire, vulnerability to cold or fire
Saves: Fort +8, Ref +5, Will +7
Abilities: Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17
Skills: Bluff +13, Concentration +13, Diplomacy +13, Intimidate +13, Knowledge (any two) +12, Listen +12, Sense Motive +12, Spellcraft +12, Spot +12
Feats: Combat Expertise, Improved Initiative, Quicken Spell-Like Ability (scorching/chilling ray)
Environment: Cold or Warm Hills
Organization: Solitary
Challenge Rating: 8
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: —
Blue Ogre Magi have Cold abilities, and Red Ogre Magi have Fire abilities, respectively.
Spell-Like Abilities
At will—scorching/chilling ray (1 ray only); 3/day—charm person (DC 14), contagion (DC 17), invisibility; 1/day—cone of cold/fire (DC 18), gaseous form. Caster level 9th. The save DC's are Charisma-based.