The ogre is running. You are chasing it. The question is not whether to pursue - it's how to do it without arriving at the ogre's destination strung out, separated, and unprepared for what's waiting there.
Before anyone moves: Selena casts Healing Word on Barzer. Bonus action. Now. He cannot be part of a combat sprint at 4 HP.
Speed Problem
The ogre moves 40ft per round. This party's speeds:
| Character | Speed | Notes |
|---|---|---|
| Ogre | 40ft | Fleeing, motivated |
| Theren | 35ft | Wood Elf - fastest in the party |
| Kaltor | 30ft | |
| Nysera | 30ft | |
| Elaris | 30ft | |
| Barzer | 30ft | At 4 HP - cannot sprint into danger |
| Selena | 30ft |
Without Dash, the ogre gains ground every round. At 60ft darkvision, it can disappear completely within 2-3 rounds if no one closes the gap.
Move-Attack-Move: Chasing Without Wasting Your Action
You do not have to choose between moving and attacking. On your turn:
- Move up to your speed (or half before attacking)
- Attack (attack action, or cast a spell with a ranged attack)
- Move remaining movement after the attack
This is standard 5e movement rules - you can split your movement around your action. Theren can advance 15ft, fire Longbow, advance another 20ft.
The Dash action doubles your movement but replaces your attack action. Use Dash when you need to close the gap urgently - but that's a round without damage. Tactical choice.
Who Does What During the Chase
Theren (35ft, Longbow)
The best chaser in the party. Highest speed, ranged weapon, Hunter's Mark for bonus damage.
- Move 15ft, fire Longbow at the fleeing ogre, move 20ft
- If Hunter's Mark is active on this ogre: keep it. Colossus Slayer triggers since it's already been hit
- Ensnaring Strike (bonus action, replaces normal Hunter's Mark bonus action): cast it on your next Longbow attack. On a hit, the ogre must make Strength save or be restrained. A restrained ogre cannot run. This ends the chase.
- At 35ft speed with move-attack-move, Theren is the party's best chance at landing a speed-reducing hit before the ogre vanishes
Kaltor (30ft, Full HP)
Fastest melee fighter but still 10ft behind the ogre per round. Dash if needed to stay visible.
- If Theren slows the ogre (Ensnaring Strike, Ray of Frost), Kaltor closes and ends it
- If the ogre has already reached a defended position: Kaltor is the first through the door. His full HP and AC 18+ makes him the right front man when the party doesn't know what's waiting
Nysera (30ft)
Can't outrun the ogre. Contributes via spells.
- Ray of Frost (cantrip, 60ft range): on a hit, reduces the ogre's speed by 10ft until the start of your next turn. A 40ft ogre reduced to 30ft can't outpace the party. Cast this every round if possible
- Thunderwave if it's cornered and close - but don't close to melee range on a fleeing ogre unless it's stopped
- Do not Dash. Nysera staying in range for cantrips is more valuable than sprinting
Elaris (30ft)
Ranged options from distance.
- Command ("Halt") - 60ft range, the ogre must make a Wisdom save or spend its next turn doing nothing. One failed save stops the chase immediately. This is Elaris's best contribution right now
- Vicious Mockery deals psychic damage and gives disadvantage on the ogre's next attack roll - less useful for a chase, but available
- Do not Dash. Stay with the main group
Barzer (30ft, 4 HP)
Barzer does not sprint ahead. He is the most vulnerable party member and is now even deeper in a hostile cave. His job:
- Move at normal speed, stay behind Kaltor
- Shield reaction ready if something hits him
- Magic Missile at range if the ogre stops or is cornered - auto-hit is valuable when you need guaranteed damage
- If the group strings out and Barzer falls behind with Selena, that is acceptable. Do not risk him to close a gap
Selena (30ft, Full HP)
Heals Barzer (bonus action, Healing Word) before moving, then keeps pace.
- Stay with Barzer. He cannot be left behind without a healer
- Sacred Flame if the ogre slows down or stops - it's a Dex save, not an attack roll, useful against a cornered creature
- Do not Dash ahead
Slowing the Ogre: Priority Options
The party's best tools for stopping or slowing the ogre before it reaches reinforcements:
| Ability | Character | Effect | Range |
|---|---|---|---|
| Ensnaring Strike | Theren | Restrained (speed 0) on failed Str save | Longbow range, bonus action on next attack |
| Command ("Halt") | Elaris | Full turn wasted on failed Wis save | 60ft |
| Ray of Frost | Nysera | -10ft speed until your next turn | 60ft cantrip |
| Ray of Frost | Barzer | -10ft speed until your next turn | 60ft cantrip |
| Longbow | Theren | Damage - may not stop it but chips HP | 150ft normal |
Priority: Ensnaring Strike (permanent until escaped) > Command (full turn lost) > Ray of Frost (repeatable speed reduction).
If Ensnaring Strike hits and the ogre fails the save, the chase is over. Focus fire.
The Strung-Out Problem
The party will not stay together during a chase. Faster characters will be ahead; slower or hurt characters will fall behind. This is the primary tactical risk.
Likely spread after 2-3 rounds of chasing:
- Ahead: Theren (possibly Kaltor if Dashing)
- Middle: Kaltor, Nysera, Elaris
- Behind: Barzer, Selena
This means if the ogre reaches its destination and allies are waiting there, the party's fastest members hit that position first - without the healers, without Barzer's arcane damage, and possibly without Kaltor's anchor if he was middle-packing.
Rule: Theren fires but does not enter a new area alone. Kaltor does not Dash into darkness beyond Theren's sight. The party chases as a unit or not at all.
Call Off the Chase
Stop pursuing and consolidate if:
- The ogre disappears into a tunnel or branching passage and you lose visual contact
- Theren hears sounds ahead that suggest multiple enemies (movement, grunts, weapon sounds)
- The cave floor suddenly shows multiple fresh tracks - the ogre has reached company
- Anyone except Theren falls more than 60ft behind the front runners
- Barzer or Selena are separated and not in sight
When the chase is called: everyone stops, consolidates on Kaltor's position, and reads the situation before going further.
Pros
- Theren has the highest chance of slowing the ogre via Ensnaring Strike or Longbow damage
- Ray of Frost is a free speed reduction each round - no spell slot cost
- Command is a potential instant stop if the Wisdom save fails
- Ogre is already bloodied - it doesn't take many more hits
Cons
- The ogre is faster than everyone in the party
- Chasing risks the party stringing out
- Barzer cannot contribute offensively while sprinting and must be protected
- Every round the ogre runs is a round it gets closer to help
- You don't know what's at the end of the chase
Best If
Theren fires Ensnaring Strike on the first round of pursuit and the ogre fails the Strength save. If that doesn't land, Ray of Frost from Nysera or Elaris's Command gives the best chance of slowing it before it reaches whatever it's running toward.