Ogre 2
Ogre 2 — The Encounter
Tusked brute of the wilds, axe-bearer of the camp · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Ogre 2
Where the goblin-fires burn lowest and the cooking-pits smoke through the night, the ogre is set as the camp's wall of meat. The little folk feed it, fear it, and point it at whatever threatens the warren. It remembers nothing of yesterday and plans nothing for tomorrow; there is only the hunger, the axe, and the simple joy of the swing. Trappers tell that an ogre will keep hacking long after a foe has fallen, splitting the corpse merely because the motion pleases it, and that the same blow will carry on into the next man standing too close. Its hide is a quilt of others' leavings, stitched crude and stinking, and the spikes upon its shoulders are trophies hammered from the helms of those it has flattened. Reason cannot turn it. Pain only makes it wrathful. To survive an ogre, one does not argue, one does not bargain, one simply does not be the thing it is looking at.
Run Ogre 2 in Sixty Seconds
- It is a wall, not a boss. Field the ogre alongside goblins, a caster, or a lair, never solo at the higher tiers, a 4-PC party out-acts a lone brute.
- Open with Stunning Slam. Knock a frontliner prone on turn one, then spend the rest of the round full Multiattacking the creature on the ground.
- Kill-priority: whoever it last hit. The ogre has no cunning, it simply keeps swinging at the nearest thing that hurt it. Cleaving Swing carries the blade into a second body whenever the first drops.
- Punish clustering with Wrathful Backhand. Every melee hit against it earns a free Stunning Slam back, so make players choose between focus-firing and staying spread.
- Three ways to run it: tier 1 a terrifying mini-boss for fresh adventurers; tier 2 the home tier, the camp's enforcer; tier 3 disposable muscle for a real villain.
Ogre 2
Large giant, chaotic evil
CR 6 · 2,300 XP · GUIDELINEBullheaded Resolve. The ogre has advantage on saving throws against being frightened, and it cannot be moved against its will by an effect that does not also deal damage.
Cleaving Swing. Signature. When the ogre reduces a creature to 0 hit points with its greataxe, it may immediately make one greataxe attack against a different creature within reach as part of the same swing (no action required, once per turn).
Actions
Multiattack. The ogre makes two greataxe attacks, or one greataxe attack and one Stunning Slam.
Greataxe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (3d8+5) slashing damage.
Stunning Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Bonus Actions & Reactions
Wrathful Backhand. Reaction. When a creature within reach hits the ogre with a melee attack, the ogre makes one Stunning Slam attack against that creature.
A hulking, tusked brute clad in stitched hides and spiked iron pauldrons, dragging a notched two-handed axe nearly as tall as a grown man. It plants its splayed feet in the churned earth of a war-camp, jaw set in a perpetual underbitten scowl.
Ogre 2, Bound
Companion · acts on your initiative
Bound · GUIDELINEBeast of Burden (signature). Ogre 2 can carry, drag, or hurl heavy loads that would stop two strong men, and has advantage on Strength checks made to break or shove objects and creatures.
Actions
Club. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.
Reactions
Take the Blow. When an ally Ogre 2 can see within 5 feet is hit by an attack, Ogre 2 may step in and take the damage instead.
A leashed, half-tamed ogre kept by those bold or foolish enough to feed it. It follows the loudest voice and forgets the rest, useful chiefly as a wall, a winch, and a weapon of last resort.
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 wading into the densest knot of PCs and swinging for whoever looks softest. If a target drops, let Cleaving Swing carry the blade into the next body beside it. Keep it shoulder-to-shoulder with goblins or a lair full of traps so the party can't simply kite it.
Open with Stunning Slam to knock a frontliner prone, then full Multiattack the prone target. Kill-priority is whoever it last damaged. When melee fighters cluster, Wrathful Backhand punishes every hit, so spread out. Pair it with a bigger threat or a pack of minions, this brute is a hammer, not the hand that aims it.
Run it as the muscle in a warband or lair: open on the squishiest caster, Stunning Slam to floor them, then Cleaving Swing through to the next. Wrathful Backhand makes ganging up costly. Do not field it alone against this tier, pair it with a controller or commander that keeps the party pinned in its reach.
Put Ogre 2 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 2?
Its home stat block is CR 6 (2,300 XP), tuned for a party of levels 5-10. The record also gives scaled tiers: a CR ~2 build for levels 1-4 and a CR ~11 build for levels 11-15, with identical traits and only the numbers moving.
Can Ogre 2 be a companion or ally?
Yes. The companion block, Gristle, Bound, is a leashed, half-tamed ogre at roughly 60 percent of the adversary's durability: a Beast of Burden that hauls and breaks loads, a heavy club, and a Take the Blow reaction to shield an ally. Use it as a tanky bodyguard or a brute hireling rather than a damage dealer.
Is Ogre 2 a solo boss?
No. It is an add-on bruiser with no legendary actions, so a full party will out-act it on its own. Pair it with minions, a lair, or a genuine commanding villain and let it do what it does best, hit very hard, very simply.
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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