Noble Ogre (Igurna)

by Joe Mashuga & whoisrube


Note: This entry is a bestiary version of the Igurna. For (N)PC racial information on the Igurna, look here.


This nine-foot-tall humanoid leers at you with obvious malice in its eyes. Its muscled body is clearly visible despite its blue-brown skin, and its weapon thumps in its hand menacingly.

Known as Igurna in their own tongue, noble ogres are powerful and broad-featured descendants of Krynn’s original ogre stock. Noble ogres favor loose clothing and most avoid armor, since it can interfere with their spellcasting abilities.

Noble ogres speak Igurni and Common, and most know at least one or two additional languages.


3.5 Edition Statistics


Ogre, Noble (CR 5)

LE Large monstrous humanoid (ogre)
Init +4; Senses darkvision 60 ft., low-light vision; Listen +4, Spot +4


AC 14, touch 9, flat-footed 14
(+5 natural, -1 size)
hp 30 (4d8+12)
Fort +4, Ref +4, Will +6
SR 15


Spd 40 ft.
Melee heavy mace +8 (2d6+5)
Ranged light crossbow +3 (2d6/19-20)
Space 10 ft.; Reach 10 ft.
Typical Sorcerer Spells Known (CL 4th)
2nd (4/day) – ghoul touch (DC 15)
1st (7/day) – cause feat (DC 14), mage armorray of enfeeblement
0 (6/day) – dancing lightsdetect magicdisrupt undeadflareghost soundmage handtouch of fatigue


Str 21, Dex 10, Con 16, Int 14, Wis 14, Cha 17
Base Atk +4; Grp +13
Feats Eschew Components, Improved Initiative
Skills Bluff +10, Concentration +10, Intimidate +10, Listen +4, Spellcraft +9, Spot +4
Languages Common, Igurni

Special Abilities

Skills A noble ogre has a +2 racial bonus on Listen and Spot checks.
Spells A noble ogre casts spells as a 4th-level sorcerer (sample spell list above). Most noble ogres prefer enchantment and necromancy spells.


Environment Cold mountains
Organization Solitary, pair, gang (2–5), hunting party (5–8 plus 3–6 dire wolves), or slaving party (5–8 plus one sorcerer of 3rd–5th level plus 5–10 ogres)
Treasure Standard
Advancement By character class
Level Adjustment +4


Noble ogres use their spells first when possible, softening up their targets from range or bolstering their own abilities before entering melee combat.

4th Edition Statistics

Level 8 Controller
XP 350

Large Natural Humanoid

Senses Perception: +6; low-light vision

Initiative: +4
HP 88; Bloodied 44
AC 22; Fortitude 22, Reflex 19, Will 20
Speed 8

Large Mace (Standard; at-will) – Weapon
Reach 2; +13 vs. AC; 1d10 + 5 damage
Ray of Enfeeblement (Standard; recharge 6)
Ranged 10; +12 vs. Will; target moves its speed away from the Igurna by the safest route possible, provoking opportunity attacks.
Ray of Frost (Standard; at-will) – Cold
Ranged 10; +12 vs. Fortitude; 1d6 + 3 cold damage and the target is slowed (save ends).
Language Common, Igurna

Alignment Evil
Skills Arcana +11, Bluff +12, Intimidate +12

Str 21 (+9) Dex 10 (+4) Wis 14 (+6)
Con 16 (+7) Int 14 (+6) Cha 17 (+7)


Noble Ogre Lore

A character knows the following information with a successful Nature check.

Nature DC 15: The Igurna are a very reclusive race who rarely are even seen by those outside of Terragrym. They have little care for events going on in the rest of the world unless it impacts them directly. Many are trained in how to ride strange creatures seen nowhere else on the continent.

Nature DC 20: Those who travel to close to Terragrym are often captured and never seen again. Only the Teusten humans have been allowed to enter their waters. Noble Ogres are often skilled in the languages of those few foreigners they do interact with because they do not believe any non-Igurna are worthy of hearing their tongue.

Nature DC 30: Igurna are not the ugly creatures many in the southern lands believe. They are in fact a strong yet beautiful race perfectly combining muscle and grace. The Noble Ogres of Terragrym are protective of their lands because they have developed magics and other devices of power that no other races have access to.

Noble Ogre Tactics

Noble ogres use their spells first when possible, softening up their targets from range or bolstering their own abilities before entering melee combat.

About Trampas "Dragonhelm" Whiteman

Trampas “Dragonhelm” Whiteman is best known for co-creating and administering the Dragonlance Nexus fan site. He is co-author of three Dragonlance books – Holy Orders of the Stars, Knightly Orders of Ansalon, and Races of Ansalon. When not evangelizing Dragonlance and other settings, Trampas is a husband, father, podcaster, and web designer. Trampas also enjoys reading comics, reading fantasy and scifi novels, and playing D&D.
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