Ogrim

Daedra; Major; White Soul (800)

Stats

CharacteristicValueAttributeValueSkillValue
Strength60Hit Points68Combat80
Endurance60Wound Thr.19Magic40
Agility30Magicka20Evade10
Intelligence20Stamina6Observe45
Willpower40Initiative+8Stealth10
Perception35Action Pts.3Knowledge20
Personality5Speed12mSocial5
Morale80SizeHugePhysical80

Weapons & Armor

  • • Huge Fists: 2d8 Crushing; Concussive, Magic; Reach 2m
  • • Natural Toughness (6)

Special Abilities

  • • Hulking Fortitude (1 AP + 2 SP): As a Reaction to taking
  • damage from a melee attack, the Ogrim can spend 2 Stamina
  • Points to negate all damage taken. If the attacking weapon
  • has the Impaling quality, the damage is only halved instead.
  • When a creature’s melee attack is affected by this, they
  • become Dazed for one round as they stagger back. If the
  • weapon has the Impaling quality, the wielder must immediately
  • pass a +30 Luck test or else the weapon is stuck in the Ogrim’s
  • rolling mounds of fat, and the character is disarmed. Re-
  • trieving the stuck weapon requires a Take Weapon special
  • action that the Ogrim does not oppose, but the character
  • must still succeed on their Unarmed or Athletics test.

Traits

  • • Dark Sight
  • • From Beyond
  • • Regeneration (6 + DoS): The Ogrim can test Endurance
  • for free at the start of each round to heal for 6 + DoS HP.
  • • Resistance (Normal Weapons, 5)
  • • Thick Skull: The Ogrim is immune to being Stunned and
  • Dazed.
  • Scamp
  • Scamps are a common Daedric creature, known for their simple-
  • mindedness and cowardliness. Though smaller and weaker than
  • most other Daedra, they can still be a dangerous opponent, especiall

Encountering Ogrim

1 These lumbering, nipple-pierced Daedra can be found in the service of Malacath mostly, but is sometimes affiliated with other Daedric princes such as Molag Bal. They are very known to harass mortals, and are very hard to kill because of their natural resistance to non-magical weapons. Slow-witted, slow- bodied, and ponderous creatures, they are nonetheless deadly to any foolish enough to wander too closely to the monstrous brutes. They are a perfect front-line force for any seasoned conjurer.

Loot

  • If slain while permanently bound to Mundus, a character
  • can test Alchemy at -10 to harvest the two Ogrim’s Horns,
  • which are each a Rare Alteration ingredient. If not Bound
  • to Mundus, the Ogrim simply vanishes.
  • Additionally, if slain while permanently bound to Mundus,
  • a character can make a -40 Alchemy test to salvage the
  • Daedra’s Heart, which is a Legendary Restoration ingredient.
  • 2
  • y