Ogres are huge manlike creatures. They are immensely strong and ugly. Their warty skin ranges from leprous gray to a mottled yellow; eyes and teeth are yellowish. While their hands are very manlike, their feet have four great splayed toes ending in sharp claws. Their skin is covered with great horny warts and sparse, bristly black hairs; it is equivalent to soft leather armor (+1). Ogres stand about about 10 feet tall. Like humans, they exhibit a great variety; southern ogres have dark skin and less hair, while ice-ogres have thick white hair and yellowish-white skin. All ogres have amazing halitosis and bad manners.
Ogres live almost everywhere, and eat almost anything, including other humanoids. According to tradition they prefer small children, but most ogres hunt and forage, or raise goats. They typically build cottages in deep woods, or find a cave in mountainous regions. They are incredibly hardy, able to eat almost anything (including carrion and offal), and almost immune to disease. They are occasionally able to breed with humans, producing half-ogres (though one prefers not to think of such things).
Ogres are rather independent. Their only social structure is a simple common-law style marriage. They will serve as mercenaries, or even hold down a simple job if paid well, but they respect no authority but force. They tend to live away from human settlements, mostly because neither will tolerate the other. Ogres are sometimes found with a band of goblins, serving as a leader or mercenary.
Ogres are lazy and cruel. They are unpredictable, and respect only force. Their only real motivation is to feed their appetites. They are as temperamental as grizzly bears and will often kill for no apparent reason. They are territorial and fight other ogres. Humans are likely to be captured and eventually eaten. Ogre wives are known to be less cruel than their husbands, and have even been known to occasionally help people escape -- but this can certainly not be relied upon!
Ogres prefer large swung weapons: clubs, axes, maces, two-handed swords. They wield two-handed weapons in one hand, so treat them as one-handed when used by an ogre (ie +2 or +3 damage). Normal one-handed weapons are too small for ogres to use. They can seldom find armor large enough, though they will wear animal hides for an additional +1 protection. Their tactics are blunt and effective: hammer at the foe with their great strength until it stops moving. They give little thought to defense, relying on their great size and toughness. They will flee if greatly outnumbered or badly wounded, but will remember a grudge forever.
Some say ogres are a degenerate race of men, perhaps with demon blood. Others say they are a separate race, unrelated to any others. Neither humans nor giants claim any relationship...
Some ogres may be more (or less) intelligent than the one described here. Also, some sources describe ogres as hairy. The actual phsyical appearance is up to the GM, and may even vary within a campaign. The important thing is that ogres are big, dangerous, somewhat intelligent monsters.
Ogres are standard sword-fodder for intermediate adventurers. They are a lot tougher than orcs, but not as dangerous as dragons or demons. Some ideas:
A magical crossbreeding between a Dwarf and an Orc, Orfs stand about 5' tall when fully erect, however, most Orf's stand very hunched over. Orf's have very long arms, their knuckles sometimes reaching the ground. Their legs are very short for their size. They have a dwarven face, save the outcropping lower jaw and small tusks. Frizzy hair covers their heads and their chins, however, they seem unable to grow a mustache. Skin color is usually somewhere in the light grey area, with brownish hair and dark eyes. Orf's are very strong, but not very dexterous nor smart.
Not being a natural creature, Orfs were originally found only in the valley of the mage that created them for slave labor. However, Orf's breed like rabbits and soon they spread like wildfire. Now they can be found anywhere society can be found; they are far from civilized, but can be found in cities nonetheless.
The Orf's only real motivation is to survive, eat, sleep and breed. Luckily for the rest of society they have about a 25% mortality rate amongst infants.
Orfs gladly fight with any weapon available, until such time as they are Very Hurt. At that point, they go berserk, dropping whatever weapons they have to maul at their opponents with their large, clublike fists. When an Orf goes berserk, it gets a +1 to all combat skills, and all wounds are treated as one level less. Their fists give an additional +1 damage.