Ogre Alpha – Dragon Age Conversion (by jaythegreenling)

## Ogre Alpha

(Dragon Age: Origins)

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 stronger than that, the ogre alpha is a terrifying opponent, and while not much smarter than its regular brethren, is capable of at least understanding basic concepts like “don’t become a pin cushion.”

### Strategy

Some would argue that ogre alphas are just as brainless as their regular brethren, but once they are faced with one in combat, most people reconsider. While complex thinking is beyond even the alphas’ capabilities, they are just about aware enough to serve as more than simple meat shields, and even luring them into ambushes takes a little bit of work.

Once they’re faced with several opponents, ogre alphas rely on their immunities and—most importantly—the other darkspawn nearby. They’re often accompanied by shrieks, which make up for the ogre alpha’s lack of speed, and often draw enemies closer to get crushed by its massive club.

Any enemy stupid enough to get into melee range is soon smashed and crushed, and should more than two make it close enough to reach the alpha, it uses its powerful stomp to knock them prone and turn them into easy targets for the smaller darkspawn.

Whenever the ogre alpha isn’t using its minor action for anything else, it uses regeneration to keep itself alive, and as long as there are other darkspawn around, the ogre alpha will not flee the encounter, no matter how wounded it is.

Favoured Stunts: Crush (3 SP), Lethal Blow (3 SP), Terrifying Bellow (3 SP)

Crush, 3 SP: After a successful Smash attack, the ogre alpha can grab the target and begin to squeeze, inflicting 1d6+12 penetrating damage. It can maintain the crush as a major action and inflict this damage each round, or throw a grabbed target as a minor action, inflicting 1d6+12 penetrating damage. To escape, a victim must use a major action to make an opposed Strength (Might) or Dexterity (Acrobatics) test vs. the ogre alpha’s Strength (Might). An adjacent ally can also perform the 2 SP Free stunt to free the grabbed target.

Immunities: Ogre alphas are fairly mindless creatures and thus hard to rattle. They are immune to any effects or spells that would make them afraid, charmed, confused, paralysed, or slowed.

Regeneration: An ogre alpha can take a breather as a minor action, regaining 7 + Constitution (typically 17) Health.

Stomp: An ogre alpha can use a major action to stomp the ground and knock all targets within 6 yards prone.

Terrifying Bellow, 3 SP: An ogre alpha 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 alpha’s Strength (Intimidation). If the target fails, they are too terrified to attack on their next turn.

Tough Hide: Ogre alphas have hardened, calloused hides which give them an Armour Rating of 9.

Equipment: Massive club.

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Optionally, you can give ogre alphas (or other darkspawn) the following stunt: Infect (4 SP) from the Dragon AGE Core Rulebook p. 261. This allows a darkspawn to try and spread the Taint, which, depending on how you handle the Taint in your game, can lead to PC death rather quickly, so use this rule with caution.

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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.