Colin's Notes: The Half-Orc conversion was a fairly simple one, extrapolated from the stat blocks of two half-orc adepts in Dungeon #83, the information presented in the 2nd ed. Monster Manual, and my previous conversion of the Orc-Ogre crossbreeds (the Ogrillon and Orog). Half-Orcs are noted as occupying the middle ground, being stronger than orogs, but brighter than ogrillons, hence their Str falling at 17 (between the orog's 16 and ogrillon's 18), and their Int falling at 9 (between the ogrillon's 7 and orog's 11). The only real decision that had to be made were their use of the battleaxe (originally they were listed as using a bastard sword, but given their mindset it seemed unlikely they'd take the time to learn such an exotic weapon).

                                                                                                                 HALF-OGRE

Half-Ogre 
Medium-size Humanoid (Half-Ogre)
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 20 ft. (hide armor); base 30 ft.
AC: 17 (+3 hide armor, +2 natural, +2 large wooden shield)
Attacks: Battleaxe +4 melee or Longspear +4 melee
Damage: Battleaxe 1d8+3 or Longspear 1d8+5
Face/Reach: 5 ft. by 5 ft./5 ft. (10 ft. w/ Longspear)
Special Qualities: Darkvision 60 ft.
Saves: Fort +7, Ref +0, Will -1
Abilities: Str 17, Dex 10, Con 14, Int 9, Wis 9, Cha 8
Skills: Listen +2, Search +2, Spot +3
Feats: Great Fortitude

Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (2-4) or band (2-20)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

When adventuring companies journey into the wilderness they often run into ogres; big, ugly humanoids. Occasionally, an ogre party will include one or two individuals that are a little shorter, but significantly smarter, wielding a weapon with more skill than might have been expected. They have a better understanding of their opponents, and they grunt commands that anticipate the adventurers' moves. In this way half-breeds, the issue of ogres and humans, earn the respect of their kind.
Half-ogres range from 7 to 8 feet in height and weigh from 315 to 425 pounds. Skin and hair color are variable, but tend toward brown, gray, black, dull yellow (skin only), or any of the above with a slight gray-green tint. Their odor is noticeable, but it is not as overpowering as that of a full-blooded ogre. The half-ogre traditionally wears heavy skins and furs, but rare individuals have the ability to make a shirt of chain-mail. Half-ogres speak Common (more clearly and unimpeded than ogres), and Giant, and possibly Orcish. They live about 110 years. Their sense of smell is better than an ogre's, but it falls short of a human's.
Half-ogres have no society of their own. If they live with ogres, they are the quick-thinking members of the tribe, ever on their toes to prove themselves worthy. If a half-ogre is reared in a human community, he learns to live with suspicion and fear, and often turns to a military or solitary occupation.
Occasionally, half-ogres join with half-orcs, orogs, ogrillons, and other humanoids. These communities are small (5-200 residents) and usually isolated, but can appear in virtually any terrain. Half-ogres fill a middle niche — more powerful than half-orcs or orogs, but smarter than ogrillons, trolls, and other humanoids. As a whole, these communities are chaotic evil, with neutral tendencies stemming from the level of cooperation necessary in a "half-caste" situation. They prefer others of their own kind, and are tolerant of orcs and ogres. Enough of them have human blood that they regard humans with neutrality. Indeed, chaotic evil humans often find their most enthusiastic followers in such a hybrid tribe. They also tolerate monstrous humanoids such as trolls and giants, but all other races are treated with undisguised hostility.
Hybrid settlements raid civilized territories for prisoners and loot. A settlement may be found holding prisoners. It is also likely for treasure to be found in a hybrid camp. Half-ogres are usually cheated out of most of their rightful treasure shares by the more cunning orogs and half-orcs.
The half-ogre shares the ogre's place in the ecosystem: that of a plague upon demihumans and humans, lusting for treasure and making neither crafts nor good labor. The beginnings of half-ogre poetry have been around for many years, but it is exceptionally ugly and disturbing.

COMBAT
Half-ogres in combat are often found with full-blooded ogres. If so, the half-ogre will most likely be leading the ogre party. The ogres fight more wisely when led by a half-ogre that concentrates assaults on characters it recognizes as spellcasters, and teaming up against skilled fighters. Ambushes are better-planned and more carefully baited.
To earn command privileges, particularly when ogre leaders are present, a half-ogre must show himself quick to battle and fierce in combat.
Half-ogres are inclined to intimidate others. A broad, fang-filled smile and perhaps a slamming fist, often encourages an NPC to suddenly remember appointments, or perhaps faint dead away. Kobolds will clutch their spears and cringe in unison when 7'6'' of solid muscle smashes their door to splinters and storms in; even larger monsters have serious reservations about attacking half-ogres. They will also terrify local human populations into leaving a half-ogre and his companions alone.

HALF-OGRE CHARACTERS
A half-ogre's favored class is barbarian, and half-ogre leaders tend to be barbarians. Half-ogre clerics worship Vaprak the Destroyer (favored weapon: any club; can choose two of the following domains: Chaos, Destruction, and Evil), or an appropriate human deity. Most half-ogre spellcasters, however, are adepts (see page 37 in the DUNGEON MASTER'S Guide). Half-ogre adepts favor spells that cause damage.