Let’s talk a bit about ogres. In the fantasy world of Pathfinder they are a great monster for low level parties. Physically powerful, utterly ruthless, and no smarter than they need to be to be a threat. But where does such a creature fit in the SciFantasy world of Starfinder? A large size and a greater helping of muscle over brains doesn’t exactly make for a winning combo in a future full of robots and magic. That said, they are sentient (if dim), and physical might still carries some currency in the often dystopian landscape of Starfinder’s setting. Probably not a lot of places for an ogre to shine on the right side of the law, but on the wrong side there is opportunity, and these are creatures not exactly known for their strong moral stances.
Of course, because Golarion is gone we’d need to find a likely home for the ogre. Akiton has a strong human population and some travel back and forth with old Golarion well before the Gap. It’s not hard to imagine clans of ogres eeking a living around the scrap heaps and abandoned mine works of the red planet. Heck, you’ve just about got the start of a Mad Max style adventure right there. Let’s give them a little structure and some stats:
The Heirs of Minderhal are a loose biker gang that work protection and other minor hustles around the scrap yards of Akiton. Membership is largely ogres, but they welcome anyone with some giant-blood and an aptitude for violence. Small time on their own, they are often hired as muscle for other, more ambitious and organized criminal rackets.
HEIR OF MINDERHAL OGRE
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +13
EAC 14; KAC 16
Fort +7; Ref +3; Will +4
Speed 40 ft.
Melee slam +11 (1d6+9 B) or thunderstrike snap whip +11 (1d6+9 So, staggered)
Ranged bombard shellgun +8 (1d6+3 F)
Offensive Abilities fighting styles (wrathful warrior), gear boost (melee striker)
Space 10ft.; Reach 10 ft. (15 ft. with whip)
Str +4; Dex +1; Con +2; Int -2; Wis +1; Cha -2
Skills Athletics +13, Intimidate +13, Pilot +8, Survival +8
Languages Common, Giant, Akitonian
Gear Bombard shellgun (with 10 shells), golemforged plating II, thunderstrike snap whip, comm unit, hogback for large creature, 50cr cred stick
Frenzied Fighting (Ex) As a swift action, the ogre can enter a frenzy that empowers their attacks and deadens them to fear and pain for a number of rounds equal to 1d4 + 3. While frenzied they gain a +2 bonus to melee damage rolls and Will saves, as well as a –1 penalty to AC.
As always, if you like this or any of the other content here on Solo Run Studio I would welcome a little of your support through Ko-fi. Until next time Starfinders!
Artist and Writer