Ogre 1
Ogre 1 — The Encounter
The bone-treading brute of the goblin camp · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Ogre 1
Where the goblins gather, the ogre is the wall they hide behind. Captured young or simply lured by the promise of meat, this slack-jawed giant is kept fed and stupid by the warren that surrounds it, and in return it crushes anything the little ones point at. Folk who clear the camp speak of the floor it stands upon: a churned bed of bone, the leavings of seasons spent eating whatever the goblins drag home, friend or foe alike. It cannot tell one from the other. The maul it carries was once a fence post, studded with nails and spikes by a dozen scheming hands, and it has flattened ribs and gates with equal indifference. Slow of thought and slower to die, the ogre does not understand the battle around it. It understands only the nearest moving thing, and that the nearest moving thing should stop moving. Slay the goblins and you have not won. You have only freed the brute to wander, hungry, toward the next sound of footsteps.
Run Ogre 1 in Sixty Seconds
- It is a brute, not a brain. The ogre has no plan beyond the nearest moving thing. Open by charging the most exposed PC and swinging to knock them prone, then let allied minions pile on.
- Kill-priority for the party: ignore it, gut the camp. The ogre is the wall; the goblins are the threat. Smart parties kite the slow brute and dismantle its support, then deal with it last.
- When bloodied, it refuses to drop. Brutish Toughness means the first killing blow leaves it at 1 HP instead of dead, so warn melee strikers they will need one more hit than they expect.
- Three ways to run it: (1) goblin-camp anchor, soaking fire while minions flank; (2) lone wandering hungry brute the party stumbles upon; (3) chokepoint guardian using Skull-Treader to make the bone-strewn floor a trap.
- Mind the maul. Every solid hit can knock a Medium or smaller target prone, setting up advantage for everything else in the fight. Cluster your minions to capitalize.
Ogre 1
Large giant, chaotic evil
CR 2 · 450 XP · GUIDELINESkull-Treader. The ogre wades through the carnage of its camp without care. It ignores difficult terrain made of corpses, bone heaps, or rubble, and creatures that begin their turn within 5 feet of it amid such debris must succeed on a DC 12 Strength saving throw or be knocked prone as it shoves them into the mire.
Brutish Toughness. The ogre is too stupid and stubborn to know when to fall. The first time it would be reduced to 0 hit points, it instead drops to 1 hit point.
Actions
Multiattack. The ogre makes one Spiked Maul attack and one Slam attack. It cannot make both attacks against the same creature unless no other target is within reach.
Spiked Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and a Medium or smaller target must succeed on a DC 13 Strength saving throw or be knocked prone.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Bonus Actions & Reactions
Wild Swing. When a creature the ogre can see ends its turn within 5 feet of it, the ogre can use its reaction to make one Slam attack against that creature.
A hulking, pot-bellied brute in stitched hide rags, swinging a spiked maul over a base littered with the gnawed skulls and bones of its meals.
Ogre 1, Bound
Companion · acts on your initiative
Bound · GUIDELINEGoblin-Kept (signature). Ogre 1 obeys simple one-word commands from an ally within 30 feet. While an ally is within 10 feet of it, Ogre 1 has advantage on saving throws against being frightened.
Actions
Spiked Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Reactions
Body Block. When an ally within 5 feet is hit by an attack, Ogre 1 can step into the blow, becoming the target instead and taking the damage in their place.
A leashed brute the party has fed and named, lumbering after them and smashing whatever they shout at.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by charging the squishiest caster or archer and bringing the maul down to knock them prone, then let goblins swarm the downed target. If the party clusters, plant it in a doorway or chokepoint where Skull-Treader makes the footing treacherous. Kill-priority: the ogre is the muscle, so pair it with a goblin warren and let it soak hits while the little ones flank.
Run it as a war-beast leading a goblin host: open on the front-liner, knock them prone, and let archers volley the staggered party. When bloodied, Brutish Toughness keeps it standing for one extra desperate round. Do not field it alone at this tier; it is an anchor for minions or a second, smarter threat.
A monstrous alpha ogre at the heart of a lair, surrounded by goblin shamans and beast-handlers. Open by smashing into the melee line and using Wild Swing reactions to punish anyone who lingers in reach. It is a damage sponge and crowd-controller, not a solo boss; pair it with a bigger spellcasting threat so the party cannot simply focus it down.
Put Ogre 1 on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Ogre 1?
Its home stat block is CR 2 (450 XP), a Tier 1 brute for parties of level 1-4. Scaled versions are provided for Tier 2 (levels 5-10) and Tier 3 (levels 11-15) so you can field it as a war-beast or a monstrous lair alpha at higher tables.
Can Ogre 1 be a companion or ally?
Yes. Use the bound companion Gnasher, a goblin-kept brute (AC 12, 35 HP) that obeys simple one-word commands, smashes with its maul, and can throw itself in front of blows to shield an ally with Body Block.
Is the ogre a boss the party can fight alone?
No. It is an add-on muscle creature with no real action-economy kit, so a four-PC party will out-maneuver a lone ogre. Field it with a goblin warren, a beast-handler, or a smarter spellcasting threat to make it dangerous.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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