A monster in my Oriental Adventure campaign. PCs negotiated with them and turned the into special military units/followers (I am using Stronghold and Followers for castle management) after taking over Ashina Castle.
These ogres are built on the Legend of Five Rings ogres who become more intelligent and drift towards neutrality the further and longer they are away from the Shadowlands making it reasonable for the PCs to negotiate with them.
KEITO and NOBU
Large giant, chaotic neutral
Armor Class 12 (hide armor)
Hit Points 30 (4d10 + 8)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 14 (+2) 7 (-2) 9 (-1) 10 (+0)
Senses darkvision 60 ft., passive Perception 9
Languages Common, Giant
Challenge 1 (200 XP)
OGREKIN 1 ACTIONS
Baseball Club. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit: 14 (2d10 + 3) bludgeoning damage.
Swingbetter (1/Day). Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit: 19 (3d10 + 3) bludgeoning damage. The target must make a DC 14 Constitution saving throw or be stunned by the blow until the end of their next round. A creature that fails the saving throw by more than 5 is also knocked prone. If the attack misses it automatically recharges.
OGREKIN 2 ACTIONS
Bell. Melee Weapon Attack:+5 to hit, reach 15 ft., one target.
Hit: 14 (2d10 + 3) thunder damage.
Toll the Bell (1/Day). The taro ogrekin swings his bell in a circle around him in a 15-foot sphere. Each creature in the area must make a DC 14 Dexterity saving throw or take 10 (2d6 + 3) thunder damage. A creature that fails the saving throw by more than 5 is deafened for 1 minute. If the attack hits no targets it automatically recharges.
Bloody Bell/Batter. When a taro ogrekin is first bloodied his 1/day ability recharges and he can use it as a reaction.