Big Book of Nasties-AGE: Chaos Ogre
These creatures are many armed giants with scaly skin and horns protruding from numerous points on their bodies. Once called Hekatonkheires, meaning Hundred Handed, these lesser current day incarnations are only 10 foot tall and only have ten arms at most. It is rare to encounter one with more than five arms in any case, but even rarer to encounter one with simply 3 arms.
It isn’t known why, but these creatures are usually encountered singly or in small groups. They tend to play with living creatures as toys, but they can turn disastrously ravenous in little time. Chaos Ogres are somewhat dense, in both the perceptive sense as well as in the intellectual sense, but they are also cunning. Most who run into one, or worse summon them thinking they have found dumb lackeys, underestimate the creatures to their eventual, fatal detriment.
The Hekatonkheires are ancient foes of Atlantis, created by the touch of Typhon in the time before history. They were last loosed on the world before the Golden Age of Ancient Empires, but the memory of their ferocious capabilities was preserved in Greek mythology. Today, Ogres are often summoned individually by cultists working to do Typhon’s bidding. The creatures do not seem to possess their own agendas, but many of them murder and eat their summoners and then wander off into the wilderness.
Chaos Ogre (Outsider Servitor)
-2 Communication (Deceit)
-1 Cunning (Survival)
+0 Dexterity (Brawling)
+5 Strength (Intimidation, Might)
+2 Will (Morale)
Speed 12 Defense 10 Health 40 AR 3 Shock 14
War Club +5, 3d6+5
Favored Stunts: Lightning Attack and Mighty Blow.
Horrifying: Seeing a Chaos Ogre is a Fear trigger with a minimum TN of 13, and results in 1d6+3 Instability damage if failed.
Many Armed: A Chaos Ogre has between 3 and 10 arms. Each pair of arms includes a dominant hand.
Scaly Hide: The thick scaly hide of the Chaos Ogre provides it an Armor Rating of 3.
Weapon Groups: Archaic Weapons, Brawling, and Staves
Whirlwind Assault: For 4 Stunt Points, the chaos ogre can lay about it with a number of additional attacks equal to its dominant hands. It may also give up an attack to move itself 2 yards in a chosen direction.
Equipment: War Club.
Note: With a Whirlwind Assault, a 4-armed ogre has 2 extra attacks, a 6-armed ogre has 3 extra attacks, an 8-armed ogre has 4 extra attacks and a 10-armed ogre has 5 extra attacks.