| Hit Dice: | 5d8+15 (37 hp) |
| Initiative: | +4 |
| Speed: | 40 ft. (8 squares), fly 40 ft. (good) See Flight. |
| Armor Class: | 18 (–1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18 |
| Base Attack/Grapple: | +3/+12 |
| Attack: | Greatsword +7 melee (3d6+7/19–20) or longbow +2 ranged (2d6/×3) |
| Full Attack: | Greatsword +7 melee (3d6+7/19–20) or longbow +2 ranged (2d6/×3) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Spell-like abilities |
| Special Qualities: | Darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19 |
| Saves: | Fort +7, Ref +1, Will +3 |
| Abilities: | Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17 |
| Skills: | Concentration +11, Listen +10, Spellcraft +10, Spot +10 |
| Feats: | Combat Expertise, Improved Initiative |
| Environment: | Cold hills |
| Organization: | Solitary, pair, or troupe (1–2 plus 2–4 ogres) |
| Challenge Rating: | 8 |
| Treasure: | Double standard |
| Alignment: | Usually lawful evil |
| Advancement: | By character class |
| Level Adjustment: | +7 |
This creature looks like a big, demonic human. It has green skin, dark hair, and a pair of short ivory horns protruding from its forehead. The eyes are dark with strikingly white pupils, and its teeth and claws are jet black.
The ogre mage is a more intelligent and dangerous variety of its mundane cousin. Rapacious and cruel by nature, ogre mages often lead organized raids for slaves, treasure, and food.
These creatures dwell in fortified structures or underground lairs, usually living alone or with a small group of ogre followers. Status among ogre mages is measured by wealth. While they do not generally associate with their own kind, they often undertake raids and schemes in competition with one another to amass the most riches.
An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.
Ogre mages speak Giant and Common.
Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle. Ogre mages hold deep, abiding grudges, however, and the unwise person who crosses one would do well to keep looking over one’s shoulder.
Spell-Like Abilities: At will—darkness, invisibility; 1/day—charm person (DC 14), cone of cold (DC 18), gaseous form (see Flight), polymorph, sleep (DC 14). Caster level 9th. The save DCs are Charisma-based.
Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.
Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.
An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts. See Regeneration.
Ogre mage characters possess the following racial traits.
Source: Monster Manual (version 3.5), page 200.