D&D 3e (3.0/3.5) Rules
Medium-size Giant (ogre)
The orughi are an ogre race dwelling on remote tropical islands. They are shorter, fatter, and duller than most ogres, but no less aggressive. Orughi have stringy golden hair, oily grey skin, and webbed hands and feet.
Orughi speak their own debased dialect of the Ogre language.
Though good fighters, orughi are not as strong as other ogres and are prone to panic. When possible, orughi try to lure their opponents into the sea.
Tonkk (Ex): Orughi use special weapons called tonkks, resembling iron boomerangs connected to long metallic cords; they are especially useful for capturing sea birds. A tonkk inflicts no damage but can be thrown to entangle victims as a ranged attack (range increment 20 feet). An entangled creature suffers -2 on attacks and a -4 penalty on effective Dexterity. It can escape with an Escape Artist check (DC 15) that is a full-round action. The tonkk has 5 hit points and can be burst with a Strength check (DC 20, also a full-round action).
Tonkks cannot be used in the water.
Skills: Orughi often hunt the bird life of their trpocial island himes, and receive a +2 racial bonus to Climb and Move Silently checks.
Orughi live in crude wooden shacks on the shore of their islands, and build elaborate shrines to the Sea Mother near the water's edge. These cylindrical towers of stone can be seen from miles away; experienced sailors recognise them as a sign of orughi settlement.
The orughi have no formal government. The eldest males of each family collectively rule the tribe. Disagreements are settled by combat.
The favoured class of orughi is barbarian. Orughi clerics are rare, and worship the Sea Mother (Zeboim). They have access to the domains Animal, Chaos, and Water. Most orughi shamans are adepts (see page 37 of the Dungeon Master's Guide).
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