This ugly brute appears to be a mix of orc and perhaps ogre blood. Its skin is covered in closely fitting bony plates and nodes akin to an alligator.

Ogrillon (CR 1/3; XP 135)
Ogrillon warrior 1
CE Medium humanoid (orc)
Init +1; Senses darkvision 60 ft.; Perception +1
AC 13, touch 11, flat-footed 12
(+1 Dex, +2 natural)
hp 8 (1d10+2)
Fort +4, Ref +1, Will +1
Speed 30 ft.; 40 ft. charge, run, withdraw
Melee ogre hook +5 (1d10+4/x3)
Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Desperate Battler, Weapon Focus (ogre hook)
Skills Intimidate +4
Languages Common, Orc
Environment any
Organization solitary, gang (2-5), tribe (5-30 plus 1 sergeant of 4th level per 10 adults and 1 leader of 5th-7th level) or warband (3-8 plus 10-24 orcs)
Treasure NPC gear (ogre hook, other treasure)

Ogrillons are a fierce half-ogre race born of a union between a female orc and a male ogre. They tend to act like ogres, but they are far more violent and aggressive than their larger kin. Ogrillons are usually only slightly taller than orcs, with features that strongly favor their orc parent — so much so that most ogrillons are indiscernible from normal orcs. Ogrillons love nothing more than combat. They are a race so inborn to be warriors that they seem almost depressed and dejected when they are not involved in melee. They only time an ogrillon laughs is when it is the center of a whirlwind of melee and covered in its opponent’s blood. Ogrillons do not care for armor or weapons and in fact carry very little gear at all. They do, however, like gold pieces and usually keep a few in a filthy pouch with other shiny trinkets as lucky charms.

Orgrillon Racial Characteristics1

  • +2 to strength, +2 Wisdom and -2 Intelligence: Ogrillon characters tend to be strong and observant but poor learners.
  • Medium: Ogrillon are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Ogrillons have a base speed of 30 ft.
  • Darkvision: Ogrillons can see in the dark up to 60 ft.
  • Combat Ready: Ogrillons begin play with one combat feat for which they qualify, typically Improved Unarmed Strike.
  • Dense Hide: Ogrillons possess a +2 natural armor bonus.
  • Orc/Ogre blood: Ogrillons count as both orcs and ogres for any effect related to race.
  • Sprinter: Ogrillons gain a +10 ft. racial bonus to speed when using the charge, run or withdraw actions.
  • Weapon Familiarity: Ogrillons are proficient with greataxes and any weapons with the word “orc” or “ogre” in its name as a martial weapon.
  • Languages: Ogrillons begin play speaking Common and Orc. Ogrillons with high intelligence scores can choose from the following: Abyssal, Giant, Infernal, Goblin, or Undercommon.

On Porphyra
Large numbers of ogrillons serve as mercenaries in the Jheriak Continuance.