Ogre male ranger 5: CR 8; Large giant (aquatic); Hit Dice 9d8+18; 55 hp; Init +2; Spd 30 ft. (6 squares), swim 40 ft. (8 squares); AC 20 (11 touch, 19 flat-footed); BAB/Grapple +8/+21; Atk +17 melee (2d6+9, large trident), or +17 melee (1d8+9/19-20, large short sword), or +10 ranged (2d6+4/x3, large mighty composite longbow [+4 Str]); Full atk +17/+12 melee (2d6+9, large trident) and +17 melee (1d8+4/19-20, large short sword), or +10/+5 ranged (2d6+4/x3, large mighty composite longbow [+4 Str]); SQ animal companion, darkvision 60 ft., favored enemy (humans) +2, favored enemy (lizardfolk) +4, low-light vision, wild empathy; AL CE; SV Fort +11, Ref +8, Will +4; Str 28, Dex 15, Con 15, Int 11, Wis 13, Cha 6; Weight 645 lbs., Height 9 ft., 7in.
Skills and Feats: Climb +13, Heal +5, Hide +10, Listen +8, Move Silently +10, Speak Language (Giant, Common, Draconic), Spot +8, Survival +10; Alertness, Combat Reflexes, Endurance, Power Attack, Stealthy, Track, Two-Weapon Fighting.
Animal Companion (Ex): Gronk has a snake (Medium viper) as an animal companion. Its statistics are as described on pages 279-281 of the Monster Manual, except that Gronk can handle it as a free action and share spells if the companion is within 5 feet (see page 36 of the Player's Handbook).
Combat Style (Ex): Gronk has selected two-weapon combat. He gains the Two-Weapon Fighting feat.
Favored Enemy (Ex): Gronk gains a +4 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against lizardfolk. He gets the same bonus on weapon damage rolls against lizardfolk.
Against humans, he gains a +2 bonus on these skill checks and on weapon damage rolls.
Wild Empathy (Ex): Gronk can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. He rolls 1d20+3, or 1d20-1 if attempting to influence a magical beast with an Intelligence score of 1 or 2.
Typical Ranger Spells Prepared (Caster level 2nd; Save DC 11+spell level): 1st-entangle.
Possessions: Large trident, Large short sword, Large mighty composite longbow [+4 Str], cloak of resistance +1, Large chain shirt, stone of alarm, pearl of power (1st-level spell), 30 Large arrows, 3 flasks of alchemist's fire, 4 flasks of acid.
The merrow ranger, Gronk (or, as he insists on being addressed, His Majesty King Gronk of the Principality of Strelk), is a genius by the standards of his kind. By the standards of most humans, elves, and other non-monstrous peoples, he is of thoroughly average intellect. He is also unusually perceptive of other beings' motives, and even enjoys a certain limited degree of spellcasting power through his connection with the bubbling, decay-ridden waters and slime of the swamp he calls home.
His prowess in battle eventually brought the merrow ranger into a position of authority within a local tribe of lizardfolk inhabiting the settlement he now rules, when their chieftain hired Gronk as extra muscle to stiffen the tribe's backbone during a feud with a neighboring (and now non-existent) village. After a time, however, the lizardfolk chieftain died under Gronk's trident and short sword, and was subsequently replaced by the very warrior he had hired in order to pave the way to his own supremacy in the marshland.
The reign of King Gronk continued uninterrupted for several years thereafter, with the huge aquatic giant managing to overwhelm the druids of the tribe through a mixture of guile, luck, and brutal violence. It has only recently been disrupted by the arrival of Harel Spelsen, an unprincipled and devious explorer whose magical expertise allowed him, only a few months ago, to crush Gronk's will and assert himself as the ruler, in all but name, of the village. Gronk still believes that he is in charge, and Spelsen has thus far allowed him to continue in this belief as a matter of convenience.
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