Ogre Emissary – Dragon Age Setting (by jaythegreenling)

## Ogre Emissary

(Dragon Age Homebrew)

Ogres are the massive, brutish shock troopers of the darkspawn horde; they dwarf their darkspawn brethren and are little more than living siege engines. With brute force and monumental strength combined they decimate anything in their path.

Even more terrifying than that, ogre emissaries don’t simply use their brute strength to eliminate their opponents; they also have access to debilitating magic which renders their opponents helpless.

### Strategy

While ogre emissaries are shorter and less physically imposing than their lesser brethren, they are much more terrifying in combat. They are rarely encountered without at least an ogre or ogre alpha accompanying them, and often a whole slew of lesser darkspawn, usually of one type (such as genlocks).

If there are no immediate threats when combat starts, ogre emissaries often use Entropic Cloud to bolster their allies and hinder their enemies. They use Paralyse on enemies who are further away, and Horror or Daze on those who get close. If they perceive a target to be weak or especially susceptible to their debilitating magic, they are smart enough to focus on them until they are distracted by someone else, or until the target has been taken out.

Should an ogre emissary be surrounded by several melee attackers, it will call its allies close to help, and use Miasma to help them get the upper hand over the attackers.

Whenever the ogre emissary isn’t using its minor action for anything else, it uses regeneration to keep itself alive. The ogre emissary will not flee the encounter unless it is the last darkspawn standing.

Spellpower: 16 (18 for Debilitation and Disorient Arcana)

Mana: 80

Favoured Stunts: Lethal Spell (3 SP), Terrifying Bellow (3 SP)

Bludgeoning: An ogre emissary can use Fighting (Staves) instead of Accuracy (Staves) for melee attacks because of its superior strength.

Entropic Aura: The ogre emissary’s entropic aura is so strong that opponents making melee attacks against it suffer a –1 penalty to Fighting and Strength tests. This entropic aura also provides the ogre emissary with a +2 bonus to casting rolls when casting Entropic Cloud.

Immunities: Ogre emissaries are hard to rattle. They are immune to any effects or spells that would make them afraid, charmed, confused, paralysed, or slowed.

Madness: An ogre emissary is completely insane. It automatically passes any Willpower (Courage) or Willpower (Morale) tests.

Powers: Arcane Blast (Level 1 mage power), Spell Blast (Level 6 mage power), Big Blast (Level 8 mage power), Power Blast (Level 10 mage power)

Regeneration: An ogre emissary can take a breather as a minor action, regaining 3 + Constitution (typically 10) Health.

Spells: Daze, Entropic Cloud, Horror, Miasma, Paralyse, Sleep, Waking Nightmare, Weakness

Talents: Debilitation Arcana (Journeyman), Disorient Arcana (Master)

Terrifying Bellow, 3 SP: An ogre emissary can terrify its foes with a mighty bellow. All foes who can hear it must make an opposed test of Willpower (Courage) versus the ogre emissary’s Strength (Intimidation). If the target fails, they are too terrified to attack on their next turn.

Tough Hide: Ogre emissaries have hardened, calloused hides which give them an Armour Rating of 7.

Equipment: Massive quarterstaff.

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If this stat block for ogre emissaries is not dangerous enough for you, you might
want to give your ogre emissaries the following power: Spirit Image.

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If the ogre emissary goes down to 0 Health, a spirit which looks exactly like it appears by its body for a number of rounds equal to its Willpower (usually 6) or until the fight ends. This spirit image has the same stats as the ogre emissary and can cast its spells for no mana cost. It cannot use the ogre emissary’s Regeneration power.

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The spirit image is incorporeal and ignores the effects of terrain. Only magical attacks (spells or hits from magical weapons) can harm it, other attacks pass through its form without effect. Anyone attacking the spirit image can perform the Spirit Bane stunt for 3 SP. They then inflict normal weapon damage, but add Willpower instead of Strength (or Perception) to damage rolls.

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### PDF Download

The link leads to a pdf hosted on mega.nz and contains all the same information as this page, as well as a Dragon AGE stat block.