Dreadmorph Ogre

The dreadmorph ogre is a very simple nightmare. It’s big, it’s fast, it’s strong, and it will kill you. What more is there to explain?
Alright, outside of Dreamblade where it just manifests and kills this thing might need some explanation. The original setting claims that the dreadmorph is a transformation from something else, so perhaps the dreadmorph ogre is something that can happen to a normal ogre. By extension, maybe dreadmorphs can occur to other creatures, gaining eyes, tendrils (with more eyes), and greatly increased size and strength. Could remain an aberration, could be a giant, or a monstrosity. All depends on their origins and the cause of the change. Or maybe it’s not a change and there’s just a species of these ogre-kin, related to the commonly recognized ogre. Very distantly related.
Originally from the Dreamblade base set. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
5th Edition
Dreadmorph Ogre Huge aberration, unaligned Armor Class 17 (natural armor) Hit Points 230 (20d12 + 100) Speed 50 ft., climb 30 ft. Skills Athletics +12, Perception +11 Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks Senses darkvision 60 ft., passive Perception 21 Languages Giant Challenge 13 (10000 XP) Many Eyes. The ogre is immune to being flanked. Standing Leap. The ogre’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. Actions Multiattack. The ogre makes two Slam attacks and four Jabbing Tendril attacks. Alternatively, it can use Crushing Leap if it is available and make four Jabbing Tendril attacks. Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be pushed 10 feet directly away from the ogre and knocked prone. Jabbing Tendril. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 7 (1d8+3) piercing damage. Crushing Leap (Recharge 4-6). If the ogre jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 20 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 34 (6d8+7) bludgeoning damage. On a successful save, the target takes only half damage, isn’t knocked prone, and is pushed up to 10 feet to the nearest unoccupied space outside of the ogre’s space. If no unoccupied space is within range, the creature instead falls prone in the ogre’s space.
13th Age
Dreadmorph Ogre Huge 10th level troop [aberration] Initiative: +12 Vulnerability: Cold Swinging Arms +15 vs. AC (2 attacks) – 60 damage. Natural Even Hit: The target pops free from the ogre. Natural Even Miss: 30 damage. C: Jabbing Tendrils +15 vs. AC (2 attacks, each against a nearby enemy) – 10 damage Quick Use: This attack only requires a quick action (twice per turn) to use. Giant Leap: Once per battle, as a standard action, the ogre can pop free from all enemies, move up to its speed, then make a crushing slam attack. The ogre can’t use jabbing tendrils this turn. [Special Trigger] C: Crushing Slam +14 vs. PD (1d4+1 nearby enemies in a group) – 100 damage, and the target is dazed (save ends). The ogre engages the target. Natural Even Hit: The target is weakened instead of dazed (save ends). Miss: 40 damage and the ogre engages the target. AC 26 PD 25 MD 19 HP 640

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