The Ogre of Battle
Spurred on by a discussion where someone suggested monster tactics as a product line, I took a quick pass at looking at some tactics for iconic monsters, to see if I think they can be useful and generic enough to make a good product. I’m not convinced wither way yet, but sharing my first draft seemed a great way to test the waters. Thus, here I present my ideas for ogre tactics. As the first giants PCs are likely to run into, ogres make a good stand-in for all Large humanoids, though obviously things like spell-like abilities and rock-throwing may give true giants better options. (Or you could use this with ogres that have orc ferocity, and call them orrocs!)
First, many GMs intentionally give ogres terrible tactics because they have an Intelligence of 6. But remember that this is three times as smart as a wolf. Would the smartest wolf you can conceive of make the bad tactical choice you are considering? No? Then neither should an ogre. Further their typical Wisdom of 10 and the fact they have Perception as a skill suggests ogres can recognize and analyze a situation even if they may do a terrible job describing it with good grammar. Certainly an ogre can recognize a spellcaster, see the issue with allowing foes to heal, know when to press the attack o have one unconscious foe and one healthy foe as preferable to two injured foes who can both fight back, and so on.
Indeed, recognizing spellcasters will often drive ogre tactics. With reach (which you can augment with various options below) an ogre has a decent chance of being able to strike a spellcaster in melee, and an ogre should know that they let their guard down when they cast spells, so desire to keep spellcasters close enough that they must cast defensively to avoid provoking attacks of opportunity from the ogre.
If facing foes without reach, an ogre with no adjacent enemies can safely attempt combat maneuvers against foes 10 feet away without provoking attacks of opportunity, and their Large size and high Strength makes them reasonable likely to succeed. Tripping foes can help with battlefield control (especially as the foe is likely to provoke an attack of opportunity when it stands), and disarming an enemy at least reduces the chance of suffering a full-attack action.
Some tactics are more like customizations, in that they move the ogre away from the base stat block of the bestiary, while staying a legal monster build.
Even if using slow progression, an ogre should average 550 gp of treasure, There is no need for this to all be gold and gems it hoards away in a pocket to be looted off its body. An ogre can have some of its treasure as gear it might use. As simple a choice as allowing it to carry a Large longspear (10 gp) gives the ogre an impressive 20 foot melee range, and it can drop the weapon and draw its greatclub if needed. With that much reach melee foes might well feel the need to risk a charge, and that means the ogre can brace to receive charge. (If this seems likely, consider a boar spear, which costs the same and gives a bonus to AC in that situation).
Similarly a Large heavy crossbow (100 gp) may only fire once every two rounds, but it gives the ogre a much heavier, longer-range initial punch. Since an ogres hide armor proves it is proficient with medium armor, upgrading to a Large breastplate (400 g, though it can save by not also buying Large hide armor for 30 gp) gives it +2 AC. A cure light wounds potion, thunderstone, tanglefoot bag, or other alchemical weapons can also increase it’s flexibility in battle, and are useful to 3rd level PCs as treasure.
If using multiple ogres, one throwing javelins and one with a boar spear can be an effective ranged-combat options until PCs manage to close in. If you have three or more ogres, you might consider giving one a kumade (which is a simple weapon with the grapple special weapon property) or a sickle (a simple weapon with the trip special weapon property) to keep foes worried about combat maneuvers.
If considering adjusting the ogre’s feats, Toughness can generally be swapped out for better choices. Improved Iron Will makes the ogre less likely to be defeated with a single bad Will save, or Power Attack gives it an excellent trade off of damage for a little reduced accuracy. If your campaign allows retraining, consider having two or more ogres with the Crowd Control teamwork feat to make it harder for foes to get inside their reach. If an ogre is going to be alone, the Desperate Battler feat may be useful.
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